Difference between revisions of "User:Candlemaster/Item Sorter"

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imported>Candlemaster
imported>Candlemaster
 
(7 intermediate revisions by the same user not shown)
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After testing this script, nothing happens when "Sort Ingredients" is chosen, but "Open Container" works fine.
After testing this script, nothing happens when "Sort Ingredients" is chosen, but "Open Container" works fine.


It appears that the problem may have been "GetObjectType".  Instead, I'll try using OBSE's "IsIngredient" function.  List of such functions:
It appears that the problem may have been "GetObjectType".  Instead, I'll try using OBSE's "IsIngredient" function.
 
I've replaced GetObjectType with IsIngredient and nothing happensThe problem must be elsewhere.
 
==Second Attempt==
<pre>scn HVHGTSorterScriptIngredients
 
long InvPos
long Quantity
short Button
short CheckOnce
ref pInvObj
 
 
Begin OnActivate
if ( GetActionRef == Player )
MessageBox "What would you like to do?" "Sort Ingredients" "Open Container" "Nevermind"
set CheckOnce to 0
else
Activate
endif
End
 
Begin GameMode
set Button to GetButtonPressed
if ( Button == -1 )
Return
elseif ( Button == 0 ) ;Sort Ingredients
if ( HVHGTOBSE.HasObse )
if ( CheckOnce == 0 ) ;Only go through the player's inventory once
PrintToConsole "Begun the search for ingredients"
array_var each
ForEach each <- player.GetItems 25 ; 25 = Ingredients
PrintToConsole "Found an Ingredient"
let pInvObj := each["Value"]
if eval !(IsQuestItem pInvObj)
let Quantity := player.GetItemCount pInvObj
player.RemoveItemNS pInvObj Quantity
AddItemNS pInvObj Quantity
PrintToConsole "Item Moved"
endif
Loop
PrintToConsole "LoopEnd"
endif
else
;Non-OBSE sorting script goes here
endif
set CheckOnce to 1
elseif ( Button == 1 ) ;Open Container
Activate
elseif ( Button == 2 ) ;Nevermind
return
endif
End</pre>
Uses code given by tejon on the official forums.  This script works flawlessly, sorting every ingredient in the player's inventory flawlessly.  Only amendment I can think of is to move the items in such a way that retains the item's variables, including health, charge, player enchantment, and stolen status.  Will look into using RemoveMe.  Needs to be tested on potions to see if it work with player-made potions.
 
Will have to use GetObjectType codes.
 
After testing using RemoveMe, no items were moved to the container.  Will have to find an alternate way to preserve reference variables.
 
After converting the script to a potion sorter, it worked just fine, moving player-made potions.  However, 3 potions were left behind, out of a large number of potions.  Running the sorter again sorted them as desired.  This is likely a bug in the actual script, or possibly in RemoveItemNS.  Needs further investigation.
 
==References==
*[[IsAlchemyItem]]
*[[IsAlchemyItem]]
*[[IsAmmo]]
*[[IsAmmo]]
Line 81: Line 143:
*[[IsSoulGem]]
*[[IsSoulGem]]
*[[IsWeapon]]
*[[IsWeapon]]
==[[GetObjectType]] codes==
<pre>
19  Apparatus
20  Armor
21  Book
22  Clothing
25  Ingredient
26  Light ;includes torches
27  Misc
33  Weapon
34  Ammo
38  Soul Gem
39  Key
40  Alchemy Item ;AKA Potions
42  Sigil Stone
</pre>

Latest revision as of 17:18, 12 May 2010

Item Sorter[edit | edit source]

The goal of this script is to search the player's inventory for certain items, and place them into a special container. This has been accomplished in a number of oblivion mods (see COBL's alchemy sorter), so it should not be too difficult to find reference scripts.

I wish to make separate scripts for each item type; One for ingredients, one for potions, one for books (possible to interact with the book sorter?), one for scrolls, one for Blade weapons, one for Blunt weapons, one for Marksman weapons, one for Light armor, one for Heavy armor, one for Keys, one for Soul Gems, and one for Misc. items (Ores, gems, hides, etc.)

Without using OBSE, I suspect that I'll need to add checks for every item in the game. This method will be easy to make exceptions, and make it impossible to sort quest items. I'd like to add optional OBSE functionality which will sort mod-added items, and add buttons for the ingredient, potion, and magic scroll sorters which will allow you to withdraw items by effect.

All that I want to do with this script has been done in COBL's alchemy sorter script, so most likely I'll copy the backbone of said script. If you have any advice or tips for this endeavor, please post them here.

First Attempt[edit | edit source]

scn HVHGTSorterScriptIngredients

long InvPos
long Quantity
short Button
short CheckOnce
ref pInvObj
ref pCont


Begin OnActivate
	MessageBox "What would you like to do?" "Sort Ingredients" "Open Container" "Nevermind"
	set CheckOnce to 0
End

Begin GameMode
	set Button to GetButtonPressed
	if ( Button == -1 )
		Return
	elseif ( Button == 0 ) ;Sort Ingredients
		if ( HVHGTOBSE.HasObse == 1 )
			if ( CheckOnce == 0 ) ;Only go through the player's inventory once
				set pCont to PlayerRef
				set InvPos to 0
				Label
				set pInvObj to (pCont.GetInventoryObject InvPos)
				if pInvObj
					if ( pInvObj.GetObjectType == 25 ) ;If the item is an ingredient
						if ( pInvObj.IsQuestItem == 0 ) ;Don't do anything to a quest item
							set Quantity to pCont.GetItemCount pInvObj
							pCont.RemoveItemNS pInvObj Quantity
							AddItemNS pInvObj Quantity
						endif
					endif
					set InvPos to (InvPos + 1)
					Goto
				endif
				set CheckOnce to 1
			endif
		endif
	elseif ( Button == 1 ) ;Open Container
		Activate
	elseif ( Button == 2 ) ;Nevermind
		return
	endif
End

This is my first rendition of an OBSE-using ingredient sorter.

After testing this script, nothing happens when "Sort Ingredients" is chosen, but "Open Container" works fine.

It appears that the problem may have been "GetObjectType". Instead, I'll try using OBSE's "IsIngredient" function.

I've replaced GetObjectType with IsIngredient and nothing happens. The problem must be elsewhere.

Second Attempt[edit | edit source]

scn HVHGTSorterScriptIngredients

long InvPos
long Quantity
short Button
short CheckOnce
ref pInvObj


Begin OnActivate
	if ( GetActionRef == Player )
		MessageBox "What would you like to do?" "Sort Ingredients" "Open Container" "Nevermind"
		set CheckOnce to 0
	else
		Activate
	endif
End

Begin GameMode
	set Button to GetButtonPressed
	if ( Button == -1 )
		Return
	elseif ( Button == 0 ) ;Sort Ingredients
		if ( HVHGTOBSE.HasObse )
			if ( CheckOnce == 0 ) ;Only go through the player's inventory once
				PrintToConsole "Begun the search for ingredients"
				array_var each
				ForEach each <- player.GetItems 25	; 25 = Ingredients
				PrintToConsole "Found an Ingredient"
				let pInvObj := each["Value"]
				if eval !(IsQuestItem pInvObj)
					let Quantity := player.GetItemCount pInvObj
					player.RemoveItemNS pInvObj Quantity
					AddItemNS pInvObj Quantity
					PrintToConsole "Item Moved"
				endif
				Loop
				PrintToConsole "LoopEnd"
			endif
		else
			;Non-OBSE sorting script goes here
		endif
		set CheckOnce to 1
	elseif ( Button == 1 ) ;Open Container
		Activate
	elseif ( Button == 2 ) ;Nevermind
		return
	endif
End

Uses code given by tejon on the official forums. This script works flawlessly, sorting every ingredient in the player's inventory flawlessly. Only amendment I can think of is to move the items in such a way that retains the item's variables, including health, charge, player enchantment, and stolen status. Will look into using RemoveMe. Needs to be tested on potions to see if it work with player-made potions.

Will have to use GetObjectType codes.

After testing using RemoveMe, no items were moved to the container. Will have to find an alternate way to preserve reference variables.

After converting the script to a potion sorter, it worked just fine, moving player-made potions. However, 3 potions were left behind, out of a large number of potions. Running the sorter again sorted them as desired. This is likely a bug in the actual script, or possibly in RemoveItemNS. Needs further investigation.

References[edit | edit source]

GetObjectType codes[edit | edit source]

19   Apparatus
20   Armor
21   Book
22   Clothing
25   Ingredient
26   Light ;includes torches
27   Misc
33   Weapon
34   Ammo
38   Soul Gem
39   Key
40   Alchemy Item ;AKA Potions
42   Sigil Stone