Difference between revisions of "Walking Through Inventory Items"

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imported>TheNiceOne
 
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__NOTOC__
__NOTOC__


<font color="red">Requires OBSE</font>
'''{{ReqOBSE}}'''


There are two ways to walk an inventory:
There are two ways to walk an inventory:
#From the end to the beginning - Easier to use with RemoveItem, but slower
#From the end to the beginning - Easier to use with RemoveItem
#From beginning to end - faster
#From beginning to end


==From the End to the Beginning==
==From the End to the Beginning==
<pre>short InvPos
<pre>short invPos
ref pInvObj
ref pInvObj
ref pCont
ref pCont
...
...
set pCont to YourDesiredContainer
set pCont to YourDesiredContainer
set InvPos to pCont.GetNumItems
set invPos to pCont.GetNumItems
Label
While invPos > 0
if InvPos
   set invPos to (invPos - 1)
   set InvPos to (InvPos - 1)
   set pInvObj to (pCont.GetInventoryObject invPos)
   set pInvObj to (pCont.GetInventoryObject InvPos)
   ;Do whatever you want to do
   ;Do whatever you want to do
  Goto
Loop</pre>
endif</pre>


==From the Beginning to the End==
==From the Beginning to the End==
<pre>short InvPos
<pre>short invPos
short invCount
ref pInvObj
ref pInvObj
ref pCont
ref pCont
...
...
set pCont to YourDesiredContainer
set pCont to YourDesiredContainer
set InvPos to 0
set invPos to 0
Label
set invCount to pCont.GetNumItems
set pInvObj to (pCont.GetInventoryObject InvPos)
While invPos < invCount
if pInvObj
   set pInvObj to (pCont.GetInventoryObject invPos)
   set InvPos to (InvPos + 1)
   ;Do whatever you want to do
   ;Do whatever you want to do
   Goto
   set invPos to invPos + 1
endif</pre>
Loop</pre>


==Notes==
==Notes==
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*Find out how many the player has
*Find out how many the player has
  set InvObjCount to (pCont.GetItemCount pInvObj)
  set InvObjCount to (pCont.GetItemCount pInvObj)
<li>If you are using more than 1 Label/Goto in your script you may need to use an ID for them. See [[Label]] or [[GoTo]] for more information.</li>
</ul>
</ul>


==See Also==
==See Also==
*[[GetInventoryObject]]
*[[GetInventoryObject]]
*[[Label]]
*[[GetNumItems]]
*[[GetNumItems]]
*[[While]]


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

Latest revision as of 04:29, 15 February 2011


Requires Oblivion Script Extender
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There are two ways to walk an inventory:

  1. From the end to the beginning - Easier to use with RemoveItem
  2. From beginning to end

From the End to the Beginning[edit | edit source]

short invPos
ref pInvObj
ref pCont
...
set pCont to YourDesiredContainer
set invPos to pCont.GetNumItems
While invPos > 0
  set invPos to (invPos - 1)
  set pInvObj to (pCont.GetInventoryObject invPos)
  ;Do whatever you want to do
Loop

From the Beginning to the End[edit | edit source]

short invPos
short invCount
ref pInvObj
ref pCont
...
set pCont to YourDesiredContainer
set invPos to 0
set invCount to pCont.GetNumItems
While invPos < invCount
  set pInvObj to (pCont.GetInventoryObject invPos)
  ;Do whatever you want to do
  set invPos to invPos + 1
Loop

Notes[edit | edit source]

  • 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)

See Also[edit | edit source]