AddItemToss¶
Give an Item or medal based on its id or a flagvar containing it. If it's an item and the item inventory is full, prompt to toss an item.
Syntax¶
(1)
|additemtoss,itemtype,itemid|
(2)
|additemtoss,itemtype,var,flagvar|
Parameters¶
itemtype
: 0
| 1
| 2
¶
The inventory type this command should attempt to give the item:
- 0: Standard items.
- 1: Key items.
- 2: Medals (it will be added as unequipped).
- 3: This is ignored and no items will be added.
Any other value will cause an exception to be thrown.
var
¶
This is just what determines how the item id is obtained. Any other value will cause this parameter to be interpreted as the itemid
.
itemid
: int¶
The item or medal id to attempt to give. This must be a valid int value or an exception will be thrown.
flagvar
: int¶
The flagvar slot containing the item id. This must corresponds to an int of a valid flagvar slot or an exception will be thrown.
Remarks¶
The toss prompt only happens if itemtype
is 0 and the current standard item inventory is full. If we are into this situation, the caller will get some adjustments before displaying the prompt:
- Its
hit
is set to false. - Its
descwindow
gets destroyed. - eventtoss is set to its
data[1]
if it exists and is above -1
To display this prompt, the input string will be redirected to the toss prompt line from menu text 3 prepended with |blank||boxstyle,4||spd,0| and appended with |pickitem,0,1,true,false,-2,-3,5|. The blinker is then disabled and processing will resume at the start of the new input string. This pickitem will be handled differently than usual at Additemtoss Special sub-handler
In the other case where the item can be given, it will be given immediately (if itemtype
is 3, nothing will happen here). After, the caller's descwindow
gets destroyed and finally, an end command is relayed.