TuffyTown 23 Posted March 5, 2023 Share Posted March 5, 2023 (edited) Adding items to the player inventory is kinda hard, so I decided to tell everyone how to do it since I know a lot of people don't know how. These are the basics. The functions are basically taken right from the game scripts, but I have modified them to be more simplified. First you need to add these structures. Note that script struct and array variables are aligned to 8 bytes. struct sGuid { alignas(8) int data1; alignas(8) int data2; alignas(8) int data3; alignas(8) int data4; }; struct sSlotInfo { alignas(8) sGuid guid; alignas(8) int f_1; alignas(8) int f_2; alignas(8) int f_3; alignas(8) int slotId; }; struct sItemInfo { alignas(8) int f_0; alignas(8) int f_1; alignas(8) int f_2; alignas(8) int f_3; alignas(8) int f_4; alignas(8) int f_5; alignas(8) int f_6; }; Then you will need to add these functions: // Creates an empty GUID instance sGuid CreateNewGUID() { sGuid guid{}; return guid; } // Gets an item's GUID from the inventory sGuid GetPlayerInventoryItemGUID(u32 item, sGuid guid, u32 slotId) { sGuid outGuid{}; INVENTORY::INVENTORY_GET_GUID_FROM_ITEMID(1, (Any*)&guid, item, slotId, (Any*)&outGuid); return outGuid; } // Gets the players inventory GUID sGuid GetPlayerInventoryGUID() { return GetPlayerInventoryItemGUID(MISC::GET_HASH_KEY("CHARACTER"), CreateNewGUID(), MISC::GET_HASH_KEY("SLOTID_NONE")); } // Gets an item's group hash (eInvItemGroup) u32 GetItemGroup(u32 item) { sItemInfo info{}; if (!ITEMDATABASE::_ITEMDATABASE_IS_KEY_VALID(item, 0)) { return 0; } if (!ITEMDATABASE::ITEMDATABASE_FILLOUT_ITEM_INFO(item, (Any*)&info)) { return 0; } return info.f_2; } // Gets an item's slot info data sSlotInfo GetItemSlotInfo(u32 item) { sSlotInfo slotInfo{}; slotInfo.guid = GetPlayerInventoryGUID(); slotInfo.slotId = MISC::GET_HASH_KEY("SLOTID_SATCHEL"); u32 group = GetItemGroup(item); switch (group) { case 0xC2286F01: // CLOTHING if (!INVENTORY::_INVENTORY_FITS_SLOT_ID(item, MISC::GET_HASH_KEY("SLOTID_WARDROBE"))) { slotInfo.guid = GetPlayerInventoryItemGUID(MISC::GET_HASH_KEY("WARDROBE"), slotInfo.guid, MISC::GET_HASH_KEY("SLOTID_WARDROBE")); slotInfo.slotId = INVENTORY::_GET_DEFAULT_ITEM_SLOT_INFO(item, MISC::GET_HASH_KEY("WARDROBE")); } else { slotInfo.slotId = MISC::GET_HASH_KEY("SLOTID_WARDROBE"); } break; case 0x95A6F147: // HORSE slotInfo.slotId = MISC::GET_HASH_KEY("SLOTID_ACTIVE_HORSE"); break; case 0x80FB92CD: // UPGRADE if (INVENTORY::_INVENTORY_FITS_SLOT_ID(item, MISC::GET_HASH_KEY("SLOTID_UPGRADE"))) { slotInfo.slotId = MISC::GET_HASH_KEY("SLOTID_UPGRADE"); } break; default: if (INVENTORY::_INVENTORY_FITS_SLOT_ID(item, MISC::GET_HASH_KEY("SLOTID_SATCHEL"))) { slotInfo.slotId = MISC::GET_HASH_KEY("SLOTID_SATCHEL"); } else if (INVENTORY::_INVENTORY_FITS_SLOT_ID(item, MISC::GET_HASH_KEY("SLOTID_WARDROBE"))) { slotInfo.slotId = MISC::GET_HASH_KEY("SLOTID_WARDROBE"); } else { slotInfo.slotId = INVENTORY::_GET_DEFAULT_ITEM_SLOT_INFO(item, MISC::GET_HASH_KEY("CHARACTER")); } break; } return slotInfo; } // Adds an item to the player inventory via GUID bool AddItemWithGUID(u32 item, sGuid &guid, sSlotInfo &slotInfo, u32 quantity, u32 addReason) { if (!INVENTORY::_INVENTORY_IS_GUID_VALID((Any*)&slotInfo.guid)) { return false; } if (!INVENTORY::_INVENTORY_ADD_ITEM_WITH_GUID(1, (Any*)&guid, (Any*)&slotInfo.guid, item, slotInfo.slotId, quantity, addReason)) { return false; } return true; } // Adds an item to the player inventory via hash // This is the main function you will be calling to add items to your inventory bool AddItemToInventory(u32 item, u32 quantity) { sSlotInfo slotInfo = GetItemSlotInfo(item); sGuid guid = GetPlayerInventoryItemGUID(item, slotInfo.guid, slotInfo.slotId); return AddItemWithGUID(item, guid, slotInfo, quantity, MISC::GET_HASH_KEY("ADD_REASON_DEFAULT")); } Now to actually add an item to the player inventory, all you need to call is AddItemToInventory() Like so: AddItemToInventory(MISC::GET_HASH_KEY("CONSUMABLE_CORNEDBEEF_CAN"), 1); AddItemToInventory(MISC::GET_HASH_KEY("PROVISION_TALISMAN_BUFFALO_HORN"), 1); // etc To remove an item from the player inventory is way easier and can be done with a single native call: INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_ITEMID(1, MISC::GET_HASH_KEY("CONSUMABLE_CORNEDBEEF_CAN"), 1, MISC::GET_HASH_KEY("REMOVE_REASON_DEFAULT")); And that's how you add/remove items from the player inventory. Any questions, ask me and I'll try to answer them. Edited August 20, 2023 by TuffyTown Fix code error 2 1 Quote Link to comment Share on other sites More sharing options...
riyusso 1 Posted October 31, 2023 Share Posted October 31, 2023 Thank you a lot for that! Where exactly did you find these? I'm a relative beginner and I'm not sure what you mean by "right from the game scripts". I feel like if I could look into such game scripts I would learn a lot Quote Link to comment Share on other sites More sharing options...
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