Item Management: Difference between revisions
imported>Gnocchi masala m Revision 12906 add shop_price() function. |
imported>Bale →Informational: r14923 craft_type |
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{{Flink|int|creatable_amount|item|desc=Returns the amount of the item that you are capable of creating given your current inventory and skills.}} | {{Flink|int|creatable_amount|item|desc=Returns the amount of the item that you are capable of creating given your current inventory and skills.}} | ||
{{Flink|int [item]|get_ingredients|item|desc=Returns a map where each key is one of the required ingredients, with the integer value the number required. If you don't have the skills needed to make the item, it will return an empty map.}} | {{Flink|int [item]|get_ingredients|item|desc=Returns a map where each key is one of the required ingredients, with the integer value the number required. If you don't have the skills needed to make the item, it will return an empty map.}} | ||
{{Flink|string|craft_type|item|desc=Returns a string identifying how an item is crafted and any other requirements for creating it.}} | |||
{{Flink|int [item]|get_inventory|desc=Returns a map where each key is an item in your inventory, with the integer value its quantity.}} | {{Flink|int [item]|get_inventory|desc=Returns a map where each key is an item in your inventory, with the integer value its quantity.}} | ||
{{Flink|int [item]|get_related|item|string|desc=Returns associated items in a zap or fold group (see page for details).}} | {{Flink|int [item]|get_related|item|string|desc=Returns associated items in a zap or fold group (see page for details).}} |
Revision as of 23:34, 3 November 2014
Informational
int my_meat()
int my_closet_meat()
boolean have_chef()
boolean have_bartender()
int [item] get_campground()
item get_dwelling()
boolean have_mushroom_plot()
string item_type( item )
int [item] get_shop()
int [item] get_ingredients( item )
string craft_type( 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()
void refresh_shop()
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 )
boolean take_shop( [int], item )
Acquiring & Using Items
boolean autosell( int, item )
boolean buy( int, item )
boolean create( int, item )
boolean drink( int, item )
boolean eat( int, item )
boolean eatsilent( int, item )
boolean hermit( int, item )
boolean use( int, item )
boolean overdrink( int, item )
boolean retrieve_item( int, item )
int craft( string, int, item, item )
string last_item_message()
Coinmaster Control
Some items can be bought from or sold to various "coinmasters" which are like shops that deal in a currency other than meat. These coinmasters include the Dimemaster and Quartermaster during the Island War, the Hermit, the Mr. Store and many others. Some relevant information can be found in proxy records for the item and coinmaster data types. The rest is controlled by the following functions.
Inquiries
coinmaster to_coinmaster( string )
boolean is_coinmaster_item( item )
boolean buys_item( coinmaster, item )
int buy_price( coinmaster, item )
boolean sells_item( coinmaster, item )
int sell_price( coinmaster, item )
Coinmaster transactions
boolean is_accessible( coinmaster )
string inaccessible_reason( coinmaster )
boolean visit( coinmaster )
boolean buy( coinmaster, int, item )
boolean sell( coinmaster, int, item )