FunctionName(object, int)

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Retrieve the item in a given inventory slot of a creature.

object GetItemInSlot(
    int nInventorySlot,
    object oCreature = OBJECT_SELF
);

Parameters

nInventorySlot
INVENTORY_SLOT_*
oCreature
Target creature. (Default: OBJECT_SELF)

Description

Returns the object which is in oCreature's specified inventory slot (nInventorySlot).

Returns OBJECT_INVALID if oCreature is not a valid creature or there is no item in nInventorySlot.

Remarks

Remember that the INVENTORY_SLOT_* constants are actually integers from 0 to 17 (or, if Bioware ever decides to add more slots, 0 to NUM_INVENTORY_SLOTS - 1). Thus, you can create a for loop to cycle through somebody's equipped items. See example.

Also while creature weapons and items cannot be seen in the UI (even by DMs) they can still be equipped - and even used - by players, especially the "Creature Armor" one commonly used to store "permanent" effects.

Version

1.32

Example

//Strip entering player to the bone
 
void main()
{
    object oPC=GetEnteringObject();
    if(!GetIsPC(oPC)) return;
 
    object oItem;
    int nSlot;
 
    for (nSlot=0; nSlot < NUM_INVENTORY_SLOTS; nSlot++)
    {
        oItem=GetItemInSlot(nSlot, oPC);
 
        //unequip if valid
       if(GetIsObjectValid(oItem))
           AssignCommand(oPC, ActionUnequipItem(oItem));
    }
}

See Also

functions: 

GetBaseItemType

constants: 

INVENTORY_SLOT_* Constants



 author: Jason Harris, editor: Lilac Soul, additional contributor(s): Lilac Soul