Items

Methods

Items.ApplyFilter(filter)List[Item]

Filter the global list of Items according to the options specified by the filter ( see: Items.Filter ).

Items.BackpackCount(itemid, color)Int32
  • itemid: Int32 ItemID to search.

  • color: Int32 Color to search. (default -1: any color)

Count items in Player Backpack.

Items.ContainerCount(serial, itemid, color, recursive)Int32
  • serial: Int32

  • itemid: Int32

  • color: Int32

  • recursive: Boolean

Items.ContainerCount(container, itemid, color, recursive)Int32
  • container: Item Serial or Item to search into.

  • itemid: Int32 ItemID of the item to search.

  • color: Int32 Color to match. (default: -1, any color)

  • recursive: Boolean Search also in already open subcontainers.

Count items inside a container, summing also the amount in stacks.

Items.ContextExist(i, name)Int32
  • i: Item

  • name: String

Items.ContextExist(serial, name)Int32
  • serial: Int32 Serial or Item to check.

  • name: String Name of the Context Manu entry

Check if Context Menu entry exists for an Item.

Items.DropFromHand(item, container)Void
  • item: Item Item object to drop.

  • container: Item Target container.

Drop into a bag an Item currently held in-hand. ( see: Items.Lift )

Items.DropItemGroundSelf(serialitem, amount)Void
  • serialitem: Int32

  • amount: Int32

Items.DropItemGroundSelf(item, amount)Void
  • item: Item Item object to drop.

  • amount: Int32 Amount to move. (default: 0, the whole stack)

Drop an Item on the ground, at the current Player position. NOTE: On some server is not allowed to drop Items on tiles occupied by Mobiles and the Player.

Items.FindByID(itemid, color, container, range, considerIgnoreList)Item
  • itemid: Int32

  • color: Int32

  • container: Int32

  • range: Int32

  • considerIgnoreList: Boolean

Items.FindByID(itemid, color, container, recursive, considerIgnoreList)Item
  • itemid: Int32 ItemID filter.

  • color: Int32 Color filter. (-1: any, 0: natural )

  • container: Int32 Serial of the container to search. (-1: any Item)

  • recursive: Boolean Search subcontainers.

    True: all subcontainers False: only main 1,2,n: Maximum subcontainer depth

  • considerIgnoreList: Boolean True: Ignore Items are excluded - False: any Item.

Find a single Item matching specific ItemID, Color and Container. Optionally can search in all subcontaners or to a maximum depth in subcontainers. Can use -1 on color for no chose color, can use -1 on container for search in all item in memory. The depth defaults to only the top but can search for # of sub containers.

Items.FindBySerial(serial)Item
  • serial: Int32 Serial of the Item.

Search for a specific Item by using it Serial

Items.GetImage(itemID, hue)Bitmap
  • itemID: Int32 ItemID to use.

  • hue: Int32 Optional: Color to apply. (Default 0, natural)

Get the Image on an Item by specifing the ItemID. Optinally is possible to apply a color.

Items.GetPropStringByIndex(serial, index)String
  • serial: Int32 Serial or Item to read.

  • index: Int32 Number of the Property line.

Get a Property line, by index. if not found returns and empty string.

Items.GetPropStringByIndex(item, index)String
  • item: Item

  • index: Int32

Items.GetPropStringList(serial)List[String]
  • serial: Int32 Serial or Item to read.

Get string list of all Properties of an item, if item no props list is empty.

Items.GetPropStringList(item)List[String]
Items.GetPropValue(serial, name)Single
  • serial: Int32 Serial or Item to read.

  • name: String Name of the Propery.

Read the value of a Property.

Items.GetPropValue(item, name)Single
  • item: Item

  • name: String

Items.Hide(item)Void
Items.Hide(serial)Void
  • serial: Int32 Serial or Item to hide.

Hied an Item, affects only the player.

Items.Lift(item, amount)Void
  • item: Item Item object to Lift.

  • amount: Int32 Amount to lift. (0: the whole stack)

Lift an Item and hold it in-hand. ( see: Items.DropFromHand )

Items.Message(serial, hue, message)Void
  • serial: Int32

  • hue: Int32

  • message: String

Items.Message(item, hue, message)Void
  • item: Item Serial or Item to display text on.

  • hue: Int32 Color of the message.

  • message: String Message as

Display an in-game message on top of an Item, visibile only for the Player.

Items.Move(source, destination, amount)Void
  • source: Int32

  • destination: Item

  • amount: Int32

Items.Move(source, destination, amount, x, y)Void
  • source: Item

  • destination: Mobile

  • amount: Int32

  • x: Int32

  • y: Int32

Items.Move(source, destination, amount)Void
  • source: Int32

  • destination: Int32

  • amount: Int32

Items.Move(source, destination, amount)Void
  • source: Item

  • destination: Item

  • amount: Int32

Items.Move(source, destination, amount, x, y)Void
  • source: Int32

  • destination: Mobile

  • amount: Int32

  • x: Int32

  • y: Int32

Items.Move(source, destination, amount)Void
  • source: Item

  • destination: Int32

  • amount: Int32

Items.Move(source, destination, amount)Void
  • source: Int32

  • destination: Mobile

  • amount: Int32

Items.Move(source, destination, amount, x, y)Void
  • source: Int32 Serial or Item of the Item to move.

  • destination: Int32 Serial, Mobile or Item as destination.

  • amount: Int32 Amount to move (-1: the whole stack)

  • x: Int32 Optional: X coordinate inside the container.

  • y: Int32 Optional: Y coordinate inside the container.

Move an Item to a destination, which can be an Item or a Mobile.

Items.Move(source, destination, amount, x, y)Void
  • source: Int32

  • destination: Item

  • amount: Int32

  • x: Int32

  • y: Int32

Items.Move(source, destination, amount)Void
Items.Move(source, destination, amount, x, y)Void
  • source: Item

  • destination: Item

  • amount: Int32

  • x: Int32

  • y: Int32

Items.Move(source, destination, amount, x, y)Void
  • source: Item

  • destination: Int32

  • amount: Int32

  • x: Int32

  • y: Int32

Items.MoveOnGround(source, amount, x, y, z)Void
  • source: Int32 Serial or Item to move.

  • amount: Int32 Amount of Items to move (0: the whole stack )

  • x: Int32 X world coordinates.

  • y: Int32 Y world coordinates.

  • z: Int32 Z world coordinates.

Move an Item on the ground to a specific location.

Items.MoveOnGround(source, amount, x, y, z)Void
  • source: Item

  • amount: Int32

  • x: Int32

  • y: Int32

  • z: Int32

Items.Select(items, selector)Item
  • items: List[Item]

  • selector: String

Items.SetColor(serial, color)Void
  • serial: Int32 Serial of the Item.

  • color: Int32 Color as number. (default: -1, reset original color)

Change/override the Color of an Item, the change affects only Player client. The change is not persistent. If the color is -1 or unspecified, the color of the item is restored.

Items.SingleClick(itemserial)Void
  • itemserial: Int32

Items.SingleClick(item)Void
  • item: Item Serial or Item to click

Send a single click network event to the server.

Items.UseItem(item, target)Void
  • item: Item

  • target: Int32

Items.UseItem(item, target)Void
  • item: Item

  • target: EnhancedEntity

Items.UseItem(item)Void
Items.UseItem(itemSerial, targetSerial)Void
  • itemSerial: Int32

  • targetSerial: Int32

Items.UseItem(item, target)Void
  • item: Int32

  • target: EnhancedEntity

Items.UseItem(itemSerial, targetSerial, wait)Void
  • itemSerial: Int32 Serial or Item to use.

  • targetSerial: Int32 Optional: Serial of the Item or Mobile target.

  • wait: Boolean Optional: Wait for confirmation by the server. (default: True)

Use an Item, optionally is possible to specify a Item or Mobile target. NOTE: The optional target may not work on some free shards. Use Target.Execute instead.

Items.UseItem(itemserial)Void
  • itemserial: Int32

Items.UseItemByID(itemid, color)Boolean
  • itemid: Int32 ItemID to be used.

  • color: Int32 Color to be used. (default: -1, any)

Use any item of a specific type, matching Item.ItemID. Optionally also of a specific color, matching Item.Hue.

Items.WaitForContents(bag, delay)Void
  • bag: Item Container as Item object.

  • delay: Int32 Maximum wait, in milliseconds.

Open a container an wait for the Items to load, for a maximum amount of time.

Items.WaitForContents(bag_serial, delay)Void
  • bag_serial: Int32 Container as Item serial.

  • delay: Int32

Items.WaitForProps(i, delay)Void
  • i: Item

  • delay: Int32

Items.WaitForProps(itemserial, delay)Void
  • itemserial: Int32 Serial or Item read.

  • delay: Int32 Maximum waiting time, in milliseconds.

If not updated, request to the Properties of an Item, and wait for a maximum amount of time.