Difference between revisions of "Walking Through Inventory Items"

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imported>Haama
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imported>Haama
(Moved suggestions to the bottom of the page)
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   set pInvObj to (pCont.GetInventoryObject InvPos)
   set pInvObj to (pCont.GetInventoryObject InvPos)
   ;Do whatever you want to do
   ;Do whatever you want to do
  ;You can run tests such as
    ;if (IsQuestItem pInvObj)
    ;if (pInvObj == Apple)
   Goto
   Goto
endif</pre>
endif</pre>
Line 33: Line 30:
   set InvPos to (InvPos + 1)
   set InvPos to (InvPos + 1)
   ;Do whatever you want to do
   ;Do whatever you want to do
  ;You can run tests such as
    ;if (IsQuestItem pInvObj)
    ;if (pInvObj == Apple)
   Goto
   Goto
endif</pre>
endif</pre>
Line 42: Line 36:
*[[GetInventoryObject]] returns the base object FormID. It can't be used when a reference should be used. The information returned about it (i.e., using [[GetSoulLevel]]) will be about the base object and not necessarily each object in the player's inventory. That is, if the player has 2 petty soul gems, one filled and the other empty and you use [[GetSoulLevel]] it will return the same for both (empty).
*[[GetInventoryObject]] returns the base object FormID. It can't be used when a reference should be used. The information returned about it (i.e., using [[GetSoulLevel]]) will be about the base object and not necessarily each object in the player's inventory. That is, if the player has 2 petty soul gems, one filled and the other empty and you use [[GetSoulLevel]] it will return the same for both (empty).
*Can be used for both [[Container|containers]] and [[:Category:Actors|actors]].
*Can be used for both [[Container|containers]] and [[:Category:Actors|actors]].
<ul>
<li>Some common things to do with the item</li>
*Run tests such as
if (IsQuestItem pInvObj)
if (pInvObj == Apple)
*Find out how many the player has
set InvObjCount to (pCont.GetItemCount pInvObj)
</ul>


[[Category:Useful Code]]
[[Category:Useful Code]]
[[Category:Standardized Tutorial Snippets]]
[[Category:Standardized Tutorial Snippets]]

Revision as of 11:40, 19 February 2008

There are 2 ways to walk the inventory:

  1. From the end to the beginning - Easier to use with RemoveItem, but slower
  2. From beginning to end - faster

From the End to the Beginning

short InvPos
ref pInvObj
ref pCont
...
set pCont to YourDesiredContainer
set InvPos to pCont.GetNumItems
Label
if InvPos
  set InvPos to (InvPos - 1)
  set pInvObj to (pCont.GetInventoryObject InvPos)
  ;Do whatever you want to do
  Goto
endif

From the Beginning to the End

short InvPos
ref pInvObj
ref pCont
...
set pCont to YourDesiredContainer
set InvPos to 0
Label
set pInvObj to (pCont.GetInventoryObject InvPos)
if pInvObj
  set InvPos to (InvPos + 1)
  ;Do whatever you want to do
  Goto
endif

Notes

  • GetInventoryObject returns the base object FormID. It can't be used when a reference should be used. The information returned about it (i.e., using GetSoulLevel) will be about the base object and not necessarily each object in the player's inventory. That is, if the player has 2 petty soul gems, one filled and the other empty and you use GetSoulLevel it will return the same for both (empty).
  • Can be used for both containers and actors.
  • Some common things to do with the item
    • Run tests such as
    if (IsQuestItem pInvObj) if (pInvObj == Apple)
    • Find out how many the player has
    set InvObjCount to (pCont.GetItemCount pInvObj)