Talk:GetEquipmentSlot

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Hmm... I wasted a several hours on this damn function. I was writing a script to get a companion character to wear certain clothing depending on particular circumstances. Long story short, I wanted my guy to loop through his inventory and put on a pair of shoes. I finally got the damn thing to work using the following code:

short InvPos
ref pInvObj
set InvPos to 0
Label
set pInvObj to (GaroWorldRef.GetInventoryObject InvPos)
if pInvObj
  set InvPos to (InvPos + 1)
  ;if (pInvObj.GetEquipmentSlot == 5)
  if(GetEquipmentSlot pInvObj == 5)
    GaroWorldRef.EquipItem pInvObj
    message "I put on my shoes"
  endif
  Goto
endif



The key line of course is if(GetEquipmentSlot pInvObj == 5). Note the commented out line above it, which is apparently incorrect code, and will always return 0. Probably has something to do with my confusion between references and objectIds, but I figured I'd post this up in case anyone else has this problem. --Babij 09:14, 20 July 2010 (EDT)

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