Item Management: Difference between revisions
imported>PhilmASTErpLus →Informational: Finally, added image and description. Does anyone know how to make in-line function links without manually entering parentheses? |
added item_type() |
||
Line 10: | Line 10: | ||
{{Flink|int|stills_available|desc=Returns the number of Nash Crosby's Still uses left for the day (0 if not accessible).}} | {{Flink|int|stills_available|desc=Returns the number of Nash Crosby's Still uses left for the day (0 if not accessible).}} | ||
{{Flink|int|item_amount|item}} | {{Flink|int|item_amount|item}} | ||
{{Flink|string|item_type|item|desc=Returns the type of item specified.}} | |||
{{Flink|int|closet_amount|item}} | {{Flink|int|closet_amount|item}} | ||
{{Flink|int|display_amount|item}} | {{Flink|int|display_amount|item}} | ||
Line 24: | Line 25: | ||
{{Flink|boolean|is_tradeable|item|desc=Returns whether the item can be placed in the mall.}} | {{Flink|boolean|is_tradeable|item|desc=Returns whether the item can be placed in the mall.}} | ||
{{Flink|boolean|is_giftable|item|desc=Returns whether the item can be traded in a gift package.}} | {{Flink|boolean|is_giftable|item|desc=Returns whether the item can be traded in a gift package.}} | ||
{{Flink|boolean|is_displayable|item|desc=Returns whether the item can be put in a display case (true for all but quest items).}} | |||
{{Flink|boolean|have_shop|desc=Returns whether you have a mall store.}} | {{Flink|boolean|have_shop|desc=Returns whether you have a mall store.}} | ||
{{Flink|boolean|have_display|desc=Returns whether you have a display case.}} | {{Flink|boolean|have_display|desc=Returns whether you have a display case.}} | ||
{{Flink|boolean|is_npc_item|item|desc=Returns whether the item can be bought from an NPC store.}} | {{Flink|boolean|is_npc_item|item|desc=Returns whether the item can be bought from an NPC store.}} | ||
{{Flink|void|refresh_stash|desc=Takes a new look at the contents of your clan stash, as that section of inventory cannot be internally tracked due to access by others.}} | {{Flink|void|refresh_stash|desc=Takes a new look at the contents of your clan stash, as that section of inventory cannot be internally tracked due to access by others.}} |
Revision as of 12:47, 7 July 2010
Informational
int my_meat()
int my_closet_meat()
boolean have_chef()
boolean have_bartender()
int [item] get_campground()
boolean have_mushroom_plot()
string item_type( item )
int [item] get_ingredients( item )
int [item] get_inventory()
int [item] get_related( item, string )

boolean is_tradeable( item )
boolean is_giftable( item )
boolean is_displayable( item )
boolean have_shop()
boolean have_display()
boolean is_npc_item( item )
void refresh_stash()
boolean mall_price( item )
float historical_age( item )
string to_plural( item )
int [item] item_drops( [monster] )
record [int] item_drops_array( [monster] )
Moving Items Around
boolean put_closet( int, [item] )
boolean put_display( int, item )
boolean put_stash( int, item )
boolean take_closet( int, [item] )
boolean take_display( int, item )
boolean take_stash( int, item )
boolean take_storage( int, item )
If the item parameter is omitted from put_closet() or take_closet(), meat is transferred instead of an item.
boolean put_shop( int, int, [int], item )
Acquiring & Using Items
boolean retrieve_item( int, item )
boolean hermit( int, item )
boolean use( int, item )
boolean eatsilent( int, item )
boolean eat( int, item )
boolean overdrink( int, item )
boolean drink( int, item )
boolean create( int, item )
boolean buy( int, item )
boolean autosell( int, item )
int craft( string, int, item, item )