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Scripting/SInventoryItem

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Each SInventoryItem refers to a single item in the users inventory. Below members may require inventory authorization, please see Scripting/SInventory for master inventory access.

Members

StoreCustomData

bool StoreCustomData (string data);

Updates the inventory items custom data, and requests a synchronisation with the inventory server. It may not update on the server immediately, but all local calls will reflect the new data. Note: this request can be rate limited and should only be called from a user initiated action (such as clicking a button). Updates to custom data must not be initiated on a timer or regular automatic event. Access to this function can be blacklisted to specific creators if abused.

No example provided yet


Use

void Use ();

Player will 'Use' this item.

Items = Space.Inventory.Items
Items[1].Use() 


Delete

void Delete ();

Player will 'Delete' this item.

Items = Space.Inventory.Items
Items[1].Delete()


Properties

MasterID

long MasterID { get; }

The master ID for this item - also known as the Curator ID or Item ID, this is the ID for the master item from which this copy exists.

Items = Space.Inventory.Items
iMasterID = Items[1].MasterID


PlayerItemID

long PlayerItemID { get; }

The instance ID for this item - this is guaranteed to be unique per inventory item

Items = Space.Inventory.Items
iPlayerItemID= Items[1].PlayerItemID


Name

string Name { get; }

Returns the name of the inventory item

Items = Space.Inventory.Items
iName= Items[1].Name


Description

string Description { get; }

Returns the registered description of the inventory item in the users locale

Items = Space.Inventory.Items
iDescription=Items[1].Description


Brand

string Brand { get; }

Returns brand information about the item

Items = Space.Inventory.Items
iBrand = Items[1].Brand


CustomData

string CustomData { get; }

Returns any custom data associated with this item, typically used for 'game' items

Items = Space.Inventory.Items
iCustomData = Items[1].CustomData