Ifpinventory: Difference between revisions

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ifpinventory is really weird
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'''ifpinventory''' <inventory item> <value>
'''ifpinventory''' <inventory item> <value> { '''''success_branch...''''' }


Returns true if the current amount of the inventory item being tested is not equal to <value>.  Valid values for <inventory item> are:
For the following <inventory item>s, takes '''''success_branch''''' if the ''current player'' 's amount of the inventory item being tested is '''not equal''' to <value>:
*GET_ACCESS
*GET_BOOTS
*GET_BOOTS
*GET_FIRSTAID
*GET_FIRSTAID
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*GET_JETPACK
*GET_JETPACK
*GET_SCUBA
*GET_SCUBA
*GET_SHIELD
*GET_STEROIDS
*GET_STEROIDS
<br>
For access cards (<inventory item> is GET_ACCESS), '''''success_branch''''' is taken whenever the ''current player'' '''has got''' the respective (determined by the palette of the ''current actor'') access card.
<br>
For armor (<inventory item> is GET_SHIELD), '''''success_branch''''' is taken whenever the armor amount is '''not''' equal to the maximum armor amount. [Duke3D 1.5: maximum health]<br>
Note that <value> is ignored for the two last cases.
<br>
<br>
Inventory amounts may also be tested and adjusted using the [[player member functions]].
Inventory amounts may also be tested and adjusted using the [[player member functions]].



Revision as of 13:40, 2 December 2012

ifpinventory <inventory item> <value> { success_branch... }

For the following <inventory item>s, takes success_branch if the current player 's amount of the inventory item being tested is not equal to <value>:

  • GET_BOOTS
  • GET_FIRSTAID
  • GET_HEATS
  • GET_HOLODUKE
  • GET_JETPACK
  • GET_SCUBA
  • GET_STEROIDS


For access cards (<inventory item> is GET_ACCESS), success_branch is taken whenever the current player has got the respective (determined by the palette of the current actor) access card.
For armor (<inventory item> is GET_SHIELD), success_branch is taken whenever the armor amount is not equal to the maximum armor amount. [Duke3D 1.5: maximum health]
Note that <value> is ignored for the two last cases.

Inventory amounts may also be tested and adjusted using the player member functions.