Difference between revisions of "GetNumItems"

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imported>DragoonWraith
(forgot to actually delete the record variable category)
imported>Quetzilla
 
Line 28: Line 28:
   set InvTotal to SomeContainer.GetNumItems
   set InvTotal to SomeContainer.GetNumItems
  else
  else
   set pInvObj (SomeContainer.GetInventoryObject InvTotal)
   set pInvObj to (SomeContainer.GetInventoryObject InvTotal)
   if pInvObj
   if pInvObj
  ...
  ...

Latest revision as of 15:29, 11 April 2008

A command for Oblivion Script Extender

Syntax:

(numItems:short) [ref.]GetNumItems

Must be called on a reference. Returns the number of unique items in the reference's inventory.

Notes[edit | edit source]

  • Note that it is the number of unique items in the inventory - 10 arrows will only count as one item.
  • Gold counts as an item, so if you have any gold, you'll get a +1 to your return
  • Equipped items and identical items that are unequipped are still only one unique item
  • Using this function every frame will significantly drop FPS. The more items that have to be scanned, the worse it is (i.e., 1 item a frame will drop it by 3, 15 by 25). Use this function only when necessary, and try to avoid using it in GameMode.
    • There are several ways to use GetInventoryObject instead of GetNumItems (keep in mind that it is also CPU-heavy, but not as much)
    • v0013 significantly improves the efficiency of this function

If you need to test if a container has items in it, use

ref pInvObj
...
set pInvObj to (SomeContainer.GetInventoryObject 0)
if pInvObj
...

If you need to see if the player has a new item, use GetNumItems once and then GetInventoryObject

ref pInvObj
short InvTotal
...
if (InvTotal == 0)
  set InvTotal to SomeContainer.GetNumItems
else
  set pInvObj to (SomeContainer.GetInventoryObject InvTotal)
  if pInvObj
...

See Also[edit | edit source]