If Inventory Empty?

  • #10, by JoemcrFriday, 10. February 2017, 14:43 4 years ago
    @Sebastian Yes inventory_empty is a condition linked to the main character

    I set it to true/true just to see if it was running and it still didn't cange the condition to true...

    @ke4 this doesn't seem to do the job either...


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  • #11, by afrlmeFriday, 10. February 2017, 14:45 4 years ago
    Maybe it doesn't like that I used .CharacterItems instead of .Items? or maybe inventory never equals empty because it's a table containing multiple entries rather than a single field. I know that, for example...
    if game.SpeechLanguage:isEmpty() then
    1

    works, but you can also use nil in most cases too. I think isEmpty() was supposed to be a time saver so you don't have to type out blah blah blah == nil / ~= nil, etc.

    @ Ke4: why is there a "next" in your script?

    @ Joe: you will probably need to add a short pause action part between running the execute a script & checking the condition. Say 50-100ms or so. Alternatively you could create the display text inside of a called by other action & just have the function start that action rather than relying on the condition.

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  • #12, by ke4Friday, 10. February 2017, 14:46 4 years ago
    Weird, works for me. Do you have any errors in the messages.log file?

    @ Lee: Not sure if i'm correct but checking a table against nil will always return false. You want to check for any entries in the table itself.

    At least it was giving me false everytime without the next function.

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  • #13, by afrlmeFriday, 10. February 2017, 14:51 4 years ago
    By the way you could also check the total inventory count too...
    if #(game.CurrentCharacter.CharacterItems) == 0 then
    1

    ... it should work. Basically we are checking the total amount of entries in the table, but I'm not sure off the top of my head if it would return 0 or nil. Need to check.

    Ok checked. This works fine for me.
    function invEmpty()
     --print("the current character contains " .. #game.CurrentCharacter.CharacterItems .. " items in their inventory")
     if #(game.CurrentCharacter.CharacterItems) == 0 then
      startAction(Actions["no_items"])
     end
    end
    1
    2
    3
    4
    5
    6

    I create a called by other action which I called no_items & added a display text to it. The function checks if table entries equals 0 & if it does then it calls the no_items action.

    P.S: tested adding an item to inventory too. My print line which I commented out in the script says I have 1 item & didn't call the called by other action that triggers the display text.

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  • #14, by JoemcrFriday, 10. February 2017, 14:58 4 years ago
    I'm getting the following error in messages.log

    13:55:37: Error: Unknown data-field "alue".

    don't know if that's related?

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  • #15, by ke4Friday, 10. February 2017, 15:00 4 years ago
    What version of Visonaire are you using? You can try changing the .Value to .ConditionValue after the Conditions["inventory_empty"]

    You could also try the old method like

    getObject("Conditions[inventory_empty]"):setValue(VConditionValue, true)
    1

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  • #16, by afrlmeFriday, 10. February 2017, 15:01 4 years ago
    I'm getting the following error in messages.log

    13:55:37: Error: Unknown data-field "alue".

    don't know if that's related?
    Yes, it means it's probably not finding a condition or value. Maybe duplication issue or searching for a condition or value that no longer exists. Check out the new script/method I just shared with you in my post above.

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  • #17, by afrlmeFriday, 10. February 2017, 15:02 4 years ago
    What version of Visonaire are you using? You can try changie the .Value to .ConditionValue after the Conditions["inventory_empty"]

    You could also try the old method like

    getObject("Conditions[inventory_empty]"):setValue(VConditionValue, true)
    1
    You should always use .ConditionValue when accessing/editing conditions with Lua script.

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  • #18, by ke4Friday, 10. February 2017, 15:04 4 years ago
    You should always use .ConditionValue when accessing/editing conditions with Lua script. 

    Why? The condition holds only true/false information, no? Nothing else.

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  • #19, by afrlmeFriday, 10. February 2017, 15:08 4 years ago
    You should always use .ConditionValue when accessing/editing conditions with Lua script. 

    Why? The condition holds only true/false information, no? Nothing else.
    Because other data structure fields contain the word Value in them so it could confuse the engine. Shorthand is very hit & miss at times. Don't forget that we have .ValueString & .ValueInt, but we only use .Int & .String to access/edit those, but condition field is .ConditionValue for some reason rather than ValueCondition. Ideally it would have been nice if we could just use .Int, .Str, .Cond - which is something Simon could probably sort out, but the data structure is already confusing enough as it is due to the multiple methods available of accessing & editing the data.

    P.S: you may have noticed the examples I provided like int & string are the final words in the field, whereas the important word in the condition field is not at the end, yet you can't simply type .Condition because a word exists after it - it will likely log an error.

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  • #20, by JoemcrFriday, 10. February 2017, 15:08 4 years ago
    OK! working now with Lee's most recent effort smile

    and not getting the error anymore.

    Thanks guys!

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