string llGetInventoryName(integer type, integer number)
Gets the name of the
inventory item number of
type. Items are numbered starting from zero. If no item of the specified type is found an empty
string is
returned.
Note: The inventory is returned in alphabetical order.
Use the following
constants to specify
type:
Constant | Value | Look At | Hex |
INVENTORY_ALL | -1 | all inventory items | |
INVENTORY_ANIMATION | 20 | animations | 0x14 |
INVENTORY_BODYPART | 13 | body parts | 0x0D |
INVENTORY_CLOTHING | 5 | clothing | 0x05 |
INVENTORY_GESTURE | 21 | gestures | 0x15 |
INVENTORY_LANDMARK | 3 | landmarks | 0x03 |
INVENTORY_NOTECARD | 7 | notecards | 0x07 |
INVENTORY_OBJECT | 6 | objects | 0x06 |
INVENTORY_SCRIPT | 10 | scripts | 0x0A |
INVENTORY_SOUND | 1 | sounds | 0x01 |
INVENTORY_TEXTURE | 0 | textures | 0x00 |
Note: Inventory constants are not
bitflags and thus should not be used with
Bitwise operators.
Example:
Q: Is there a way to directly check if an item exists in inventory without having to run a for loop?
A: Yes, you can use llGetInventoryType. All inventory functions are case sensative.
Compare with
llGetInventoryKey and
llGetInventoryNumber.
To get the
name of the current script, use
llGetScriptName.
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Functions |
Inventory