InventoryItem functions and properties

InventoryItem.GetAtScreenXY

(Formerly known as global function GetInvAt, which is now obsolete)

static InventoryItem* InventoryItem.GetAtScreenXY(int x, int y)

Returns the inventory item at SCREEN coordinates (X,Y). Note that this only detects inventory items on custom Inventory windows (that are switched on when this function is called), and is intended to allow you to do Verb Coin style GUIs and so on.

If there is no inventory item there, or if invalid coordinates are specified, the function returns null.

NOTE: The coordinates are SCREEN coordinates, NOT ROOM coordinates. This means that with a scrolling room, the coordinates you pass are relative to the screen's current position, and NOT absolute room coordinates. This means that this function is suitable for use with the mouse cursor position variables.

Example:

InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if (item == null) {
    Display("No inventory item at the mouse coordinates");
}
else {
    Display("Inventory item number %d at the mouse.", item.ID);
}

will display the number of the inv item that the mouse is over

See also: InventoryItem.Name, Game.GetLocationName


InventoryItem.GetByName

static InventoryItem* InventoryItem.GetByName(string scriptName)

Returns a pointer to the InventoryItem with the specified script name, or null if it does not exist.

Normally you do not need to use this, as there will be a automatically created global script variable for each InventoryItem which got a script name. Where GetByName() function may come useful is situation in which you a) do not know exact name, b) had to store object's reference in a string for some reason. Good examples of this are saving object's name in a custom property, or a file, then reading it back.

Example:

String invItemName = Game.InputBox("Script Name of the item");
InventoryItem* item = InventoryItem.GetByName(invItemName);
if (item != null) {
    // If invItemName is an item that exists like "iKey"
    player.AddInventory(item);
}

In the example, we have some elements that can be used to build a debug functionality, so the player gets the wanted item by it's script name.

Compatibility: Supported by AGS 3.6.1 and later versions.

See also: InventoryItem.ScriptName, InventoryItem.GetAtScreenXY


InventoryItem.GetProperty

(Formerly known as GetInvProperty, which is now obsolete)

InventoryItem.GetProperty(string property)

Returns the custom property setting PROPERTY for the inventory item.

This command works with Number properties (it returns the number), and with Boolean properties (returns 1 if the box was checked, 0 if not).

Use the equivalent GetTextProperty function to get a text property.

Example:

if (inventory[1].GetProperty("Value") > 200)
    Display("Inventory item 1's value is over 200!");

will print the message if inventory item 1 has its "Value" property set to more than 200.

See also: InventoryItem.GetTextProperty


InventoryItem.GetTextProperty

(Formerly known as GetInvPropertyText, which is now obsolete)
(Formerly known as InventoryItem.GetPropertyText, which is now obsolete)

String InventoryItem.GetTextProperty(string property)

Returns the custom property setting PROPERTY for the inventory item.

This command works with Text properties only. The property's text will be returned from this function.

Use the equivalent GetProperty function to get a non-text property.

Example:

String description = inventory[2].GetTextProperty("Description");
Display("Inv item 2's description: %s", description);

will retrieve inv item 2's "description" property and display it.

See also: InventoryItem.GetProperty


InventoryItem.SetProperty

bool InventoryItem.SetProperty(const string property, int value)

Sets the new value for the custom property for the specified inventory item. Returns TRUE if such property exists and FALSE on failure.

This command works with Number properties (it sets the numeric value), and with Boolean properties (sets FALSE is value is equal to 0, or TRUE otherwise).

Use the equivalent SetTextProperty function to set new text property value.

Example:

iStone.SetProperty("Weight", 120);

will change Stone's "weight" custom property to 120.

Compatibility: Supported by AGS 3.4.0 and later versions.

See also: InventoryItem.SetTextProperty


InventoryItem.SetTextProperty

bool InventoryItem.SetTextProperty(const string property, const string value)

Sets the new value text for the custom property for the specified inventory item. Returns TRUE if such property exists and FALSE on failure.

This command works with Text properties only. The property's text will be changed to new value.

Use the equivalent SetProperty function to set a non-text property.

Example:

iKey.SetTextProperty("Description", "A rusty key");

will change key's "description" property.

Compatibility: Supported by AGS 3.4.0 and later versions.

See also: InventoryItem.SetProperty


InventoryItem.IsInteractionAvailable

(Formerly known as IsInventoryInteractionAvailable, which is now obsolete)

InventoryItem.IsInteractionAvailable(CursorMode)

Checks whether there is an event handler defined for activating the inventory item in cursor mode MODE.

This function is very similar to RunInteraction, except that rather than run the event handler script function, it simply returns true if something would have happened, or false if unhandled_event would have been run.

This is useful for enabling options on a verb-coin style GUI, for example.

Example:

if (iKeyring.IsInteractionAvailable(eModeLookat) == 0)
    Display("looking at this item would not do anything.");

See also: IsInteractionAvailable, InventoryItem.RunInteraction


InventoryItem.RunInteraction

(Formerly known as RunInventoryInteraction, which is now obsolete)

InventoryItem.RunInteraction(CursorMode)

Runs the event handler as if the player had clicked the mouse on the inventory item, using the specified cursor mode.

Example:

if (button == eMouseLeftInv)
    inventory[game.inv_activated].RunInteraction(mouse.Mode);

will run the inventory event handler for the current cursor mode when the player clicks on the item (Handle Inv Clicks needs to be enabled for this to work)

See also: InventoryItem.IsInteractionAvailable, Room.ProcessClick, Character.RunInteraction


InventoryItem.CursorGraphic

int InventoryItem.CursorGraphic

Gets/sets the sprite slot number of the inventory item's mouse cursor. This is the sprite used as the mouse cursor when this inventory item is selected.

NOTE: This property is only used if the "Use selected inventory graphic for cursor" setting in General Settings is turned on.

Example:

Display("The key's cursor graphic is %d", iKey.CursorGraphic);

will display inventory item iKey's cursor graphic.

Compatibility: Supported by AGS 3.1.2 and later versions.

See also: InventoryItem.Graphic


InventoryItem.Graphic

(Formerly known as GetInvGraphic, which is now obsolete)
(Formerly known as SetInvItemPic, which is now obsolete)

int InventoryItem.Graphic

Gets/sets the sprite slot number of the inventory item. You could use this with the Object.Graphic property as a means of the player 'dropping' an inventory item, or it may be useful if you want to do a Raw Drawn inventory window.

NOTE: For backwards compatibility, if you change this property and the CursorGraphic currently has the same sprite as the main Graphic, then the CursorGraphic will be changed too.

Example:

int slot = player.ActiveInventory.Graphic;

will place the sprite number of the player's current inventory item into slot.

See also: InventoryItem.CursorGraphic, InventoryItem.GetAtScreenXY, InventoryItem.Name


InventoryItem.ID

readonly int InventoryItem.ID

Gets the inventory item's ID number. This is the item's number from the editor, and is useful with commands such as Character.AddInventory which require an inventory number to add.

Example:

AddInventory(EGO, iShovel.ID);

uses the obsolete AddInventory command to add the shovel to EGO's inventory

See also: Character.AddInventory, Character.LoseInventory


InventoryItem.Name

(Formerly known as GetInvName, which is now obsolete)
(Formerly known as SetInvItemName, which is now obsolete)
(Formerly known as InventoryItem.GetName, which is now obsolete)
(Formerly known as InventoryItem.SetName, which is now obsolete)

String InventoryItem.Name;

Gets/sets the name of the inventory item. This is the name which is initially set in Inventory item's properties in the AGS Editor.

You can change this property if for example you want to change a 'bowl' to a 'bowl with water in' but want to use the same inventory item for it.

Example:

Display("Active inventory: %s", player.ActiveInventory.Name);

will display the name of the player's current inventory item.

Compatibility: inventory item's name was limited to 24 characters prior to AGS 3.6.1.

See also: InventoryItem.GetAtScreenXY, InventoryItem.Graphic, Game.GetLocationName


InventoryItem.ScriptName

readonly String InventoryItem.ScriptName;

Gets the script name of the inventory item, which serves as a unique identifier, as set in the AGS Editor.

This may be useful if you have a pointer to some item stored in your variable, and want to know what it actually is. Normally you don't need a script name, as you have an automatic global variable for each item in the game, but sometimes you may want to save its script name as a text either to display it somewhere for testing purposes, or keep as a reference. You may later use InventoryItem.GetByName function to retrieve the item by the previously saved script name.

Example:

InventoryItem* activeItem = player.ActiveInventory;
if(activeItem != null) {
  Display("Active inventory item's script name: %s", activeItem.ScriptName);
}

Displays the script name of the player's current inventory item.

Compatibility: Supported by AGS 3.6.1 and later versions.

See also: InventoryItem.GetByName