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If you need access to other inventories like e.g. the backpack inventories, you can use the <code>InventoryManager.Inventories</code> Property. This contains a dictionary with the name of the inventory (for example "hotbar-APlayerUID") and the corresponding inventory. Another cleaner looking way if you only need a single inventory would be the <code>InventoryManager.GetOwnInventory()</code> method. Also note that most of the string names are already in <code>GlobalConstants</code>. | If you need access to other inventories like e.g. the backpack inventories, you can use the <code>InventoryManager.Inventories</code> Property. This contains a dictionary with the name of the inventory (for example "hotbar-APlayerUID") and the corresponding inventory. Another cleaner looking way if you only need a single inventory would be the <code>InventoryManager.GetOwnInventory()</code> method. Also note that most of the string names are already in <code>GlobalConstants</code>. | ||
Because backpack inventory contains the bags as well as the slots, you have to check if it is valid to put the item there. For this you can use the <code>ItemSlot.CanHold()</code> method. | |||
If for example you want to fill every empty slot in the backpack with single torches you could do the following: | If for example you want to fill every empty slot in the backpack with single torches you could do the following: |
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