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Steamworks.InventoryItem

Properties

System.DateTime Acquired { get; }
Will try to return the date that this item was aquired. You need to have for the items with their properties for this to work.
InventoryDef Def { get; }
bool IsConsumed { get; }
The item quantity has been decreased by 1 via ConsumeItem API. This is an action confirmation flag which is only set one time, as part of a result set.
bool IsNoTrade { get; }
This item is account-locked and cannot be traded or given away. This is an item status flag which is permanently attached to specific item instances
bool IsRemoved { get; }
The item has been destroyed, traded away, expired, or otherwise invalidated. This is an action confirmation flag which is only set one time, as part of a result set.
string Origin { get; }
Tries to get the origin property. Need properties for this to work. Will return a string like "market"
Dictionary<string, string> Properties { get; }
Only available if the result set was created with the getproperties
int Quantity { get; }

Methods

async Task<InventoryResult> AddAsync( InventoryItem add, int quantity = 1 )
Add x units of the target item to this item
async Task<InventoryResult> ConsumeAsync( int amount = 1 )
Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is permanently removed. Once an item is removed it cannot be recovered.This is not for the faint of heart - if your game implements item removal at all, a high-friction UI confirmation process is highly recommended.ConsumeItem can be restricted to certain item definitions or fully blocked via the Steamworks website to minimize support/abuse issues such as the classic "my brother borrowed my laptop and deleted a..
async Task<InventoryResult> SplitStackAsync( int quantity = 1 )
Split stack into two items

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