This command sets a bunch of arrays with a complete list of whatever the
invoking character has in their inventory, including all the data needed to
recreate these items perfectly if they are destroyed. Here's what you get:
@inventorylist_id[] - array of item ids.
@inventorylist_amount[] - their corresponding item amounts.
@inventorylist_equip[] - whether the item is equipped or not.
@inventorylist_refine[] - for how much it is refined.
@inventorylist_identify[] - whether it is identified.
@inventorylist_attribute[] - whether it is broken.
@inventorylist_card1[] - These four arrays contain card data for the items.
@inventorylist_card2[] These data slots are also used to store names
@inventorylist_card3[] inscribed on the items, so you can explicitly check
@inventorylist_card4[] if the character owns an item made by a specific
craftsman.
@inventorylist_count - the number of items in these lists.
This could be handy to save/restore a character's inventory, since no other
command returns such a complete set of data, and could also be the only way to
correctly handle an NPC trader for carded and named items who could resell them
- since NPC objects cannot own items, so they have to store item data in
variables and recreate the items.
These commands are to equip a equipment on the attached character.
The equip function will equip the item ID given when the player has
this item in his/her inventory, while the autoequip function will
equip the given item ID when this is looted. The option parameter of
the autoequip is 1 or 0, 1 to turn it on, and 0 to turn it off.
Example(s):
//This will equip a 1104 (falchion) on the character if this is in the inventory.
equip 1104;
//The invoked character will now automatically equip a falchion when it's looted.
autoequip 1104,1;
//The invoked character will no longer automatically equip a falchion.
autoequip 1104,0;