Equipment

Scripting with the Equipment class.

The Equipment class serves as the settings and functionality of the inventory's equipment section. All fields listed in the Equipment tab of the Inventool editor window are public and can be changed at runtime.

NOTE: Runtime edits of the equipment are not saved automatically. This would need to be done manually.

When making edits to the equipment, relevant parts of the Inventool Window may need to be refreshed.

Accessing the Equipment

You can access the player's equipment with Inventool.Equipment.

Fields & Properties

Name
Description
Type
Access

rotationType

The character viewer rotation type.

Equipment.RotationType

public

parityX

Controls whether the amount of slots on the X-axis are even or odd.

Equipment.Parity

public

parityY

Controls whether the amount of slots on the Y-axis are even or odd.

Equipment.Parity

public

characterImage

A character image to use instead of the 3D character viewer. This is meant for 2D games only.

Sprite

public

useEquipFallback

If enabled, when an item is attempted to be equipped through the TryEquip method and there are no slots available for it, the item will replace an existing one.

bool

public

slots

A list of all created equipment slots.

List<EquipmentSlot>

public

canEquip

A function that checks if an item can be equipped. You can use this to set your own logic to prevent/allow equipping.

Func<ItemStack, bool>

public

canUnequip

A function that checks if an item can be unequipped. You can use this to set your own logic to prevent/allow unequipping.

Func<ItemStack, bool>

public

Parity

Equipment grid parity types.

Name
Description

Even

An even number of rows or columns.

Odd

An odd number of rows or columns.

Equipment Slots

The equipment uses Equipment Slot as it's slots.

Adding Slots

Inventool.Equipment.slots.Add(mySlot);

Getting Slots

You can access the full list of slots with the slots field.

Check If A Slot Exists

bool result = Inventool.Equipment.HasSlot("My Slot Name");

Get Slot By Name

EquipmentSlot slot = Inventool.Equipment.GetSlot("My Slot Name");

Get Slot At Position

// Get slot at position 0
EquipmentSlot slot = Inventool.Equipment.GetSlot(0);

Get Slot With A Specific Item Stack

EquipmentSlot slot = Inventool.Equipment.GetSlot(myItemStack);

Get First Slot of An Item Type

EquipmentSlot slot = Inventool.Equipment.GetSlot(myItemType);

Removing Slots

Inventool.Equipment.slots.Remove(mySlot);

Equipping

Checking Item Equipped State

The IsEquipped method checks if an Item Stack or Item is currently equipped at any slot.

bool result = Inventool.Equipment.IsEquipped(myItem);

Equip An Item

The TryEquip method attempts to equip an ItemStack at the first slot possible. This method returns true if the item was successfully equipped. This may fail if there isn't a slot that can equip the item.

bool result = Inventool.Equipment.TryEquip(itemStack);

Unequipping

Unequip An Item

The TryUnequip method attempts to unequip an ItemStack. This method returns true if the item was successfully unequipped. This will only fail if the item stack was not equipped.

bool result = Inventool.Equipment.TryUnequip(itemStack);

Unequip All

The UnequipAll method unequips all item stacks from all slots.

Inventool.Equipment.UnequipAll();

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