function CreateBox( numRows: Number, numColumns: Number, isDefaultBox: Boolean, isNew: Boolean ):ItemIconBox
creates a new inventory box and defines wether or not to start writing a name in the box
| numRows | :Number - number of rows in the inventory |
| numColumns | :Number - number of columns in the inventory |
| isDefaultBox | :Boolean - if defaultbox, add an “add” button and do not start writing |
| isNew | :Boolean - is it a new inventory, then generate a new name. |
var m_ModuleActivated: Boolean
var STATE_NONE: Number
var STATE_DRAGGING_WINDOW: Number
var STATE_RESIZING_WINDOW: Number
var STATE_WRITING_NAME: Number
var DEFAULT_INVENTORY_WINDOW: Number
var m_HighestBoxDepth: Number
var m_DefaultInventoryBox: ItemIconBox
var m_IconBoxes: Array
var m_NextBoxId
var m_ActiveBox: IconBox
var m_GlowingMergeBox: ItemIconBox
var m_State: Number
var m_MaxNumBoxes: Number
var m_Inventory: Inventory
var m_InventoryVisible: Boolean
var m_ChangeVisibliltyMonitor: DistributedValue
var m_ScaleMonitor: DistributedValue
var m_PinnedWindowsOpacityMonitor: DistributedValue
var m_LockPositionWhenPinnedMonitor: DistributedValue
var m_RightClickVendorSale: DistributedValue
var m_EnableRightClickVendorSale: Boolean
var m_EscapeStackNode: EscapeStackNode
var m_SlotToBoxBindings: Object
var m_CurrentDialog: DialogIF
var m_SaveConfigTimer: Number
var m_SelectedItems: Array
var m_DraggedItems: Array
var m_ItemsToDelete: Array
var m_SplitItemPopup: MovieClip
var m_OpenShop: ShopInterface
var m_IsTrading: Boolean
var m_ForceCharacterSheet: Boolean
function onLoad()
function onUnload()
function SlotTradeStarted()
function SlotTradeCompleted()
function SlotCharacterStatChanged( stat: Number )
function CheckSaveConfig()
function SaveConfig()
function OnModuleDeactivated()
function CreateConfig():Archive
function OnModuleActivated( config: Archive )
function Layout()
function SlotScaleChanged()
function SlotPinnedWindowsOpacityChanged():Void
function SlotLockPositionWhenPinnedChanged():Void
function SlotRightClickVendorSaleChanged():Void
function SlotCloseInventory()
function ClampIconBoxes()
function ClampPos( iconBox: IconBox )
function UpdateVisibility()
function SlotEscapePressed()
function UpdateTotalNumItems()
function UpdateSlotToBoxBindings( boxID: Number, bindingsIndexArray: Array, bindingsItemArray: Array )
function GetSlotBinding( slotID: Number ):Object
function SlotNewPressed( parentBox: ItemIconBox )
function GetBoxCount():Number
function SlotTrashPressed( parentBox: ItemIconBox )
function SlotDeleteBox( buttonID: Number, boxIdx: Number )
function DragBox( activebox: IconBox )
function SlotBuySlots()
function SlotSearch( searchText: String )
function ResetFilter()
creates a new inventory box and defines wether or not to start writing a name in the box
function CreateBox( numRows: Number, numColumns: Number, isDefaultBox: Boolean, isNew: Boolean ):ItemIconBox
function CreateNewBox():ItemIconBox
function FindNewPosition( newWindowWidth: Number ):Point
increment the position by 20 till we do not overlap any windows
function IsBoxAtPos( point: Point )
function RemoveBox( box: ItemIconBox )
function SlotUseItem( itemSlot: ItemSlot )
function SlotDeleteItem( itemSlot: ItemSlot )
function SlotDeleteItemDialog( buttonID: Number, itemSlotID: Number )
function SlotMouseDownItem( iconBox: IconBox, itemSlot: ItemSlot, buttonIndex: Number, clickCount: Number )
function SlotMouseUpItem( iconBox: IconBox, itemSlot: ItemSlot, buttonIndex: Number )
function CanSellItem( inventoryItem: InventoryItem ):Boolean
function CanUseForUpgrade( inventoryItem: InventoryItem ):Boolean
function SlotMouseUpEmptySlot( iconBox: IconBox, gridPos: Point, buttonIdx: Number )
function SlotMouseDownEmptySlot( iconBox: IconBox, gridPos: Point, buttonIdx: Number )
function ClearSelectedItems()
function SlotStartSplitItem( iconBox: IconBox, itemSlot: ItemSlot, stackSize: Number )
function SlotAcceptSplitItem( itemSlot: ItemSlot, stackSplit: Number )
function CloseSplitItemPopup()
function SlotCancelSplitItem( slotID: Number )
function SlotStartDragItem( iconBox: IconBox, itemSlot: ItemSlot, stackSize: Number )
function SlotDragHandled()
function SlotItemDroppedOnDesktop()
function SlotDeleteItemsDialog( buttonID: Number )
var currentBox
var iconBox: ItemIconBox
function SlotDragBegin( event: Object )
function SlotDragEnd( event: Object )
function MoveItemsToBox( dstIconBox: ItemIconBox, dragItems: Array )
function MoveItemToFirstFreeSlot( srcBox: IconBox, dstBox: ItemIconBox, itemSlot: Number )
function SplitItem( srcInventoryID: ID32, srcInventorySlot: Number, stackSize: Number, dstBoxIdx: Number, dstX: Number, dstY: Number )
function SplitItemToEmptySlot( iconBox: IconBox, gridPos: Point, srcInventoryID: ID32, sourcePos: Number, stackSize: Number )
function MoveItem( srcInventoryID: ID32, srcInventorySlot: Number, dstBoxIdx: Number, dstX: Number, dstY: Number ):Boolean
function GetIconBoxIndexAt( x: Number, y: Number )
function GetInventoryMaxItems():Number
function GetIconBoxContainingItemSlot( inventoryID: ID32, slotIdx: Number ):ItemIconBox
function CalcNumItems():Number
function SlotItemAdded( inventoryID: com.Utils.ID32, itemPos: Number )
function SlotItemLoaded( inventoryID: com.Utils.ID32, itemPos: Number )
function SlotItemRemoved( inventoryID: com.Utils.ID32, itemPos: Number, moved: Boolean )
function SlotItemChanged( inventoryID: com.Utils.ID32, itemPos: Number )
function SlotItemCooldown( inventoryID: com.Utils.ID32, itemPos: Number, seconds: Number )
function SlotItemCooldownRemoved( inventoryID: com.Utils.ID32, itemPos: Number )
function SlotItemStatChanged( inventoryID: com.Utils.ID32, itemPos: Number, stat: Number, newValue: Number )
function SlotOpenShop( shopInterface: ShopInterface )
function SlotCloseShop()
function IsDraggedItem( itemSlotID: Number ):Boolean
function SlotStackItems( srcID: Number, dstID: Number )