Item
An "item" could be considered to be roughly equivalent to a file on a normal computer system. Items exist within a
user's or
object's inventory. There are various
functions and
event handlers used to deal with them.
When referring to objects that exist in-
world, and are made up of
prims, see
objects.
Unrezzed objects (those that exist in the user's inventory) are considered to be items.
Notecards,
textures, and
scripts are some other examples of items.
Constants
The
functions llGetInventoryName and
llGetInventoryNumber apply the following
constants to the various inventory item types:
Constant | Value | Look At | Hex |
INVENTORY_ALL | -1 | all inventory items | |
INVENTORY_TEXTURE | 0 | textures | 0x00 |
INVENTORY_SOUND | 1 | sounds | 0x01 |
INVENTORY_LANDMARK | 3 | landmarks | 0x03 |
INVENTORY_CLOTHING | 5 | clothing | 0x05 |
INVENTORY_OBJECT | 6 | objects | 0x06 |
INVENTORY_NOTECARD | 7 | notecards | 0x07 |
INVENTORY_SCRIPT | 10 | scripts | 0x0A |
INVENTORY_BODYPART | 13 | body parts | 0x0D |
INVENTORY_ANIMATION | 20 | animations | 0x14 |
INVENTORY_GESTURE | 21 | gestures | 0x15 |
Note: item
names may be up to 63
characters long.
Glossary |
Crash Course |
Inventory