TombEngine/Documentation/doc/2 classes/Flow.InventoryItem.html
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<h1>TombEngine</h1>
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<h2>Contents</h2>
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<li><a href="#Functions">Functions</a></li>
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<h2>2 Classes</h2>
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<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><strong>Flow.InventoryItem</strong></li>
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<h2>1 Modules</h2>
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<li><a href="../1 modules/Effects.html">Effects</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
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<h2>3 Primitive Classes</h2>
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<h1>Class <code>Flow.InventoryItem</code></h1>
<p>Represents the properties of an object as it appears in the inventory.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#InventoryItem">InventoryItem(nameKey, slot, yOffset, scale, rot, axis, meshBits, action)</a></td>
<td class="summary">Create an InventoryItem.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "InventoryItem"></a>
<strong>InventoryItem(nameKey, slot, yOffset, scale, rot, axis, meshBits, action)</strong>
</dt>
<dd>
Create an InventoryItem.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">nameKey</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
key for the item's (localised) name.<br />
Corresponds to an entry in strings.lua.
</li>
<li><span class="parameter">slot</span>
<span class="types"><span class="type">Flow.InvItem</span></span>
slot of inventory object to change
</li>
<li><span class="parameter">yOffset</span>
<span class="types"><span class="type">int</span></span>
y-axis offset (positive values move the item down).<br />
A value of about 100 will cause the item to display directly below its usual position.
</li>
<li><span class="parameter">scale</span>
<span class="types"><span class="type">float</span></span>
item size (1 being standard size).<br />
A value of 0.5 will cause the item to render at half the size,
and a value of 2 will cause the item to render at twice the size.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">Rotation</span></span>
rotation about x, y, and z axes
</li>
<li><span class="parameter">axis</span>
<span class="types"><span class="type">RotationAxis</span></span>
Axis to rotate about when the item is being looked at in the inventory.<br />
Note that this is entirely separate from the <code>rot</code> field described above.
Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
e.g. <code>myItem.rotAxisWhenCurrent = RotationAxis.X</code>
</li>
<li><span class="parameter">meshBits</span>
<span class="types"><span class="type">int</span></span>
<strong>Not currently implemented</strong> (will have no effect regardless of what you set it to)
</li>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ItemAction</span></span>
is this usable, equippable, or examinable?<br/>
Must be one of:</p>
<pre><code>EQUIP
USE
EXAMINE
</code></pre>
<p>e.g. <code>myItem.action = ItemAction.EXAMINE</code>
</li>
</ul>
<h3>Returns:</h3>
<ol>
an InventoryItem
</ol>
</dd>
</dl>
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