User:Candlemaster/Item Sorter

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Revision as of 16:19, 12 May 2010 by imported>Candlemaster (→‎First Attempt)
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Item Sorter

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

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

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.

References