That's currently not possible.
"Its simple, we kill the batman" - JokerI got the answer right here for your next version.
isConsumable: false
For a weapon (battletype) that has this property make it check for clipsize, if there is a clipsize then the item is not destroyed when its ammo count reaches 0 (it just sits there in the inventory unable to be reloaded). Im not sure if this would play around well with weapons that have multiple ammo types since I think we're all a little fuzzy on how that works.
Ideal for all of those battery-powered or juiced up weapons that really have to be reloaded back at the base workshop, but which are too powerful or useful to have infinite shots. Would have been great for emulating limited vanilla laser guns without giving them clips. Also useful for "3/day" or "1/encounter" style rpg powers.
(eg, laser pistols and laser rifles with 30 shots, heavy lasers with 20 shots, if you run out they're just unusable for the rest of the mission, you get the firepower but its balanced because you'd have to carry additional weapons or multiple pistols if you want to keep spamming it - this be like the Halo Combat Evolved plasma guns)(I kinda use this tactic in Piratez with flintlock pistols, like real pirates would do, I just carry like 4 pistols rather than bother with the extensive reloading cost for em, also called a "new york reload" after NYPD cops who would carry a spare revolver rather than reload one)
Another way around this which might be more flexible for other uses is adding something like:
consumedItem: STR_SOME_ITEM
destroyItem: STR_SOME_ITEM
When the item is consumed it is transformed into the consumedItem... an empty first aid kit, a discharged laser pistol, a weapon which becomes damaged but repairable after a certain number of shots. Then you can have the item refurbished at the workshop to get a working version again.
(such a thing could cause crashes or hiccups if the new item is a different inventory size, such as a 1x2 pistol becoming a 2x3 pile of parts, guess the modder would simply need to be warned against that if its a thing)If an item transformation upon its destruction is available then destroyItem would also be useful for other reasons. I guess if the other property wasnt on it this would would still produce the same result upon being consumed... but there is a difference between an item being used up, and being left on the ground to be
shot/blown up.
(would be especially useful for corpses, for example allowing zombies to be killed without spawning a chrissy, but if the body is destroyed thats when the chrissy pops out. Or units which still leave something behind if overkilled so that you can still get something from the corpse, but not as much. And other items that have to be protected, and if they're destroyed you end up with an item that gets recovered with a sharp penalty associated with it... likewise Reactor Cores and such that are stable as long as you dont hurt them, but if you kill them they become nuclear timebombs)