Inventory Component (17)

The inventory component holds and manages which items an object has on itself.

The inventory of the player. This is actually a collection of storage and does not only represent the backpack (e.g Vault items are also in here).

Relevant Database Tables

This component uses the InventoryComponent table.

XML Serialization <inv>

csl:LOT of the item in the consumable slot (“consumable slot lot” ?)

Storage containers <bag>

A storage container <b>

(e.g Items, Models, Vault Items, Behaviors)

m:Size of the bag. (Amount of slots)
t:Type of the bag. See InventoryType enum for values.

User Item groups <grps>

This is used to selectively display models or bricks.

A group <grp>

id:ID of the group. In the captures this was usually the literal string “user_group” and a unique number.
l:LOTs of the items in this group, separated by spaces.
n:Displayed name of the group.
t:Type of the group. See bag types for values.
u:

The contents of the “bags”/storage containers <items>

These don’t actually have to be items, e.g models and bricks are listed here too.

nn:(?)

Items in the storage container <in>

t:Type of the bag. See InventoryType enum for values.
An item <i>
b:Boolean whether the item is bound. If it isn’t, this attribute isn’t there at all, if it is, it’s set to 1.
c:Amount of items for stackable items.
eq:Boolean whether the item is equipped. If it isn’t, this attribute isn’t there at all, if it is, it’s set to 1.
id:Object ID of the item.
l:LOT of the item. See cdclient for correct values.
s:Slot of the item. (0-indexed)
sk:Some kind of ID for models. Investigate. Referred to by client strings as “subkey”?
Extra info <x>
b:
ma:Module assembly info
ub:
ud:
ui:
um:
un:UGC name (?)
uo:
up: