/// <summary> /// Create an instance inventory item from a blueprint /// </summary> /// <param name="blueprint">The blueprint to create the instance inventory item from</param> /// <param name="droppable">Whether the item should be dropable</param> /// <param name="pp">Whether the item should be pickpocketable</param> /// <returns>The instance inventory item</returns> private static NWN2InstanceInventoryItem createInstanceItemInfo(NWN2ItemBlueprint blueprint, bool droppable, bool pp) { NWN2InstanceInventoryItem itemInfo = new NWN2InstanceInventoryItem(); itemInfo.Item = NWN2ItemInstance.CreateFromBlueprint(blueprint); itemInfo.Droppable = droppable; itemInfo.Pickpocketable = pp; itemInfo.InInventory = true; return itemInfo; }
/// <summary> /// Adds a inventory item to the actor /// </summary> /// <param name="item">The instance for the inventory item</param> public void addInv(NWN2InstanceInventoryItem item) { switch (type) { case EnumTypes.actorType.Creature: ((NWN2CreatureInstance)instance).Inventory.Add(item); break; case EnumTypes.actorType.Placeable: ((NWN2PlaceableInstance)instance).Inventory.Add(item); break; default: throw new Exception("You must place an inventory Item in either a creature/NPC or a placable"); } }
// The following 2 methods comes from LazjensCPSInventoryManager /// <summary> /// Creates a instance inventroy item /// </summary> /// <param name="item">The instance item we want to make into an instance inventory item</param> /// <param name="droppable">Whether the item should be dropable</param> /// <param name="pp">Whether the item should be pickpocketable</param> /// <returns>The instance inventory item</returns> private static NWN2InstanceInventoryItem createInstanceItemInfo(NWN2ItemInstance item, bool droppable, bool pp) { NWN2InstanceInventoryItem itemInfo = new NWN2InstanceInventoryItem(); itemInfo.Item = item; itemInfo.Droppable = droppable; itemInfo.Pickpocketable = pp; itemInfo.InInventory = true; return itemInfo; }