Inventory: Contains functions and data for manipluating Inventory Items - Eg.
I.RubberChicken.Add();
I.Active.Description = "A rubber chicken with a pulley in the middle"
if ( I.Sword.Active )
Display: You can't use a sword on that
if ( I.HeavyRock.EverCollected )
Dave: I'm not lugging any more of those around
Inherits IQuestClickableInterface.
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| string | Description [get, set] |
| | Gets/Sets the description text shown to players when they hover the mouse over the object. Eg I.RubberChicken.Description = "A rubber chicken with a pulley in th emiddle";
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| string | Anim [get, set] |
| | Use for setting the Gui AND cursor sprite/animation for the inventory item. Useful if the same sprite is used on both the gui and the cursor.
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| string | AnimGui [get, set] |
| | Use for setting the sprite/animation for the inventory item on the Gui.
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| string | AnimCursor [get, set] |
| | Use for setting the sprite/animation for the inventory item for the cursor.
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| string | AnimCursorInactive [get, set] |
| | Use for setting the sprite/animation for the inventory item for the cursor, when not over a clickable object.
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| string | ScriptName [get] |
| | The name used in scripts.
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| bool | Active [get, set] |
| | Whether this item is the active item for the current player (ie: selected item to use on stuff)
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| bool | Owned [get, set] |
| | Whether the current player has the item in their inventory.
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| int | QuantityOwned [get, set] |
| | How many of the item the current player has in their inventory (For stackable items)
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| bool | EverCollected [get] |
| | Whether the item has ever been collected.
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| bool | FirstUse [get] |
| | Returns true the first time the player "uses" the object.
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| bool | FirstLook [get] |
| | Returns true the first time the player "looked" at the object.
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| int | UseCount [get] |
| | Returns the number of times player has "used" at the object. 0 when it's the first click on the object.
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| int | LookCount [get] |
| | Returns the number of times player has "looked" at the object. 0 when it's the first click on the object.
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| Inventory | Data [get] |
| | Access to the base class with extra functionality used by the PowerQuest.
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| void | Add (int quantity=1) |
| | Gives the inventory item to the current player. Same as C.Player.AddInventory(item)
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| void | AddAsActive (int quantity=1) |
| | Gives the inventory item to the current player and set's it as active inventory. Same as C.Player.AddInventory(item)
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| void | Remove (int quantity=1) |
| | Removes the item from the current player. Same as C.Player.RemoveInventory(item)
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| void | SetActive () |
| | Sets this item as the active item for the current player (ie: selected item to use on stuff)
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| Coroutine | DoInteract () |
| | Runs the item's "OnInteract" function from another script, the same as if you clicked on it. Blocks until finished.
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| Coroutine | DoLookAt () |
| | Runs the item's "OnLookAt" function from another script, the same as if you clicked on it. Blocks until finished.
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| Coroutine | DoUseInv (IInventory item) |
| | Runs the item's "OnUseInv" function from another script, the same as if you clicked on it. Blocks until finished.
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| T | GetScript< T > () |
| | PowerQuest internal function: Access to the specific quest script for the object. Use the specific item class as the templated parameter so you can access specific members of the script. Eg: GetScript<InventoryKey>().m_inDoor = true;.
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