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TFS 1.X+ How to check if item was moved into a specific container?

TheGahl

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Jul 28, 2018
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For example, if I try to move anything but a key into a key ring, I want it to say it's not possible.
But in /events/player.lua, onMoveItem I can't seem to figure out how to determine the "new parent".

Anyone know a solution?

Thanks in advance
 
Solution
events/scripts/player.lua
Lua:
function Player:onMoveItem(item, count, fromPosition, toPosition, fromCylinder, toCylinder)
    if toPosition.x ~= CONTAINER_POSITION then
        return true
    end

    if item:getTopParent() == self and bit.band(toPosition.y, 0x40) == 0 then
        local itemType, moveItem = ItemType(item:getId())
        if bit.band(itemType:getSlotPosition(), SLOTP_TWO_HAND) ~= 0 and toPosition.y == CONST_SLOT_LEFT then
            moveItem = self:getSlotItem(CONST_SLOT_RIGHT)
        elseif itemType:getWeaponType() == WEAPON_SHIELD and toPosition.y == CONST_SLOT_RIGHT then
            moveItem = self:getSlotItem(CONST_SLOT_LEFT)
            if moveItem and bit.band(ItemType(moveItem:getId()):getSlotPosition()...
events/scripts/player.lua
Lua:
function Player:onMoveItem(item, count, fromPosition, toPosition, fromCylinder, toCylinder)
    if toPosition.x ~= CONTAINER_POSITION then
        return true
    end

    if item:getTopParent() == self and bit.band(toPosition.y, 0x40) == 0 then
        local itemType, moveItem = ItemType(item:getId())
        if bit.band(itemType:getSlotPosition(), SLOTP_TWO_HAND) ~= 0 and toPosition.y == CONST_SLOT_LEFT then
            moveItem = self:getSlotItem(CONST_SLOT_RIGHT)
        elseif itemType:getWeaponType() == WEAPON_SHIELD and toPosition.y == CONST_SLOT_RIGHT then
            moveItem = self:getSlotItem(CONST_SLOT_LEFT)
            if moveItem and bit.band(ItemType(moveItem:getId()):getSlotPosition(), SLOTP_TWO_HAND) == 0 then
                return true
            end
        end

        if moveItem then
            local parent = item:getParent()
            if parent:isContainer() and parent:getSize() == parent:getCapacity() then
                self:sendTextMessage(MESSAGE_STATUS_SMALL, Game.getReturnMessage(RETURNVALUE_CONTAINERNOTENOUGHROOM))
                return false
            else
                return moveItem:moveTo(parent)
            end
        end
    end

    return true
end

Parent is already declared before determining if the container has capacity for the item. (Snippet line 18).

Between snippet line 18 and 19, you could see if the parent itemid matches the key ring itemid, if it does and current item is not a key, send an error message and return false.
 
Solution
events/scripts/player.lua
Lua:
function Player:onMoveItem(item, count, fromPosition, toPosition, fromCylinder, toCylinder)
    if toPosition.x ~= CONTAINER_POSITION then
        return true
    end

    if item:getTopParent() == self and bit.band(toPosition.y, 0x40) == 0 then
        local itemType, moveItem = ItemType(item:getId())
        if bit.band(itemType:getSlotPosition(), SLOTP_TWO_HAND) ~= 0 and toPosition.y == CONST_SLOT_LEFT then
            moveItem = self:getSlotItem(CONST_SLOT_RIGHT)
        elseif itemType:getWeaponType() == WEAPON_SHIELD and toPosition.y == CONST_SLOT_RIGHT then
            moveItem = self:getSlotItem(CONST_SLOT_LEFT)
            if moveItem and bit.band(ItemType(moveItem:getId()):getSlotPosition(), SLOTP_TWO_HAND) == 0 then
                return true
            end
        end

        if moveItem then
            local parent = item:getParent()
            if parent:isContainer() and parent:getSize() == parent:getCapacity() then
                self:sendTextMessage(MESSAGE_STATUS_SMALL, Game.getReturnMessage(RETURNVALUE_CONTAINERNOTENOUGHROOM))
                return false
            else
                return moveItem:moveTo(parent)
            end
        end
    end

    return true
end

Parent is already declared before determining if the container has capacity for the item. (Snippet line 18).

Between snippet line 18 and 19, you could see if the parent itemid matches the key ring itemid, if it does and current item is not a key, send an error message and return false.
thank you :)
 
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