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.

Relevant Game Messages

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: