{{tag>dragonscript behavior}}
[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorStashable**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorStashable ======
Behavior element behavior adding support for elements to be placed in [[behavior_inventory|ECBehaviorInventory]].
====== Instance Counts ======
This behavior can be used only once on an element.
====== Element Class Properties ======
Element class properties have the prefix ''stashable.'' .
===== image =====
Set image to display in inventory screens.
* Full name: ''stashable.image''
* Type: string
* Default Value: empty string
* Expected File Type: ''*.webp'', ''*.png'', ''*.jpg'' (all image modules)
* Example (*.deeclass) inventory.webp
===== video =====
Set video to display in inventory screens.
* Full name: ''stashable.video''
* Type: string
* Default Value: empty string
* Expected File Type: ''*.webm'' (all video modules)
* Example (*.deeclass) inventory.webm
===== name =====
Set name to display in inventory screens.
* Full name: ''stashable.name''
* Type: unicode string
* Default Value: empty string
* Example (*.deeclass) Cool Tool
===== description =====
Set description to display in inventory screens.
* Full name: ''stashable.description''
* Type: unicode string
* Default Value: empty string
* Example (*.deeclass) A cool tool every adventurer needs.
====== Events ======
===== addedToInventory =====
Stashable has been added to inventory.
===== removedFromInventory =====
Stashable has been remove from inventory.
====== Behavior Tree Actions ======
This behavior adds these behavior tree actions if behavior tree is present.
===== stashable.remove =====
Remove stashable from inventory if located in one.
^Parameter^Value^Description^
|dispose| |If present dispose of the stashable after removing it from the inventory, no matter if present in one or not|
This is an example of using this action:
true
===== stashable.check =====
Check one or more stashable parameters. Action succeeds if all parameter value matches their respective stashable parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a stashable parameter matches (or not).
^Parameter^Value^Description^
|stashed|''true'', ''false''|Stashable is located in an inventory|
|wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled|
This is an example of using this action:
true
====== Behavior Tree Conditions ======
This behavior adds these behavior tree conditions if behavior tree is present.
===== stashable.check =====
Check one or more stashable parameters. Conditions returns true if all parameter value match their respective stashable parameter. This condition is typically used to run an action or sequence of actions as long as stashable conditions are true.
^Parameter^Value^Description^
|stashable.stashed|''true'', ''false''|Stashable is located in an inventory|
This is an example of using this condition:
true
stashable.check
====== State Machine Actions ======
Same as [[#behavior_tree_actions|Behavior Tree Actions]].
====== State Machine Conditions ======
Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
====== State Machine Events ======
This behavior sends these state machine events.
===== stashable.added =====
Stashable has been added to inventory.
===== stashable.removed =====
Stashable has been removed from slot.
====== Required Behaviors ======
This behavior requires no other behaviors.
====== Optional Behaviors ======
* [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use.
* [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
====== Persistency ======
This behavior does not required element class to be persistable (setPersistable).
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorStashable.html,ECBehaviorStashable~@#.
Since DragonScript Module Version ''1.0''
====== Use Cases ======
* Allow element to be placed in an elment supporting [[behavior_inventory|ECBehaviorInventor]].
====== Element Class Example ======
This example defines an element which contains a resources.
class MyElement extends BehaviorElementClass
public var ECBehaviorStashable stashable
func new()
stashable = ECBehaviorStashable.new(this)
end
end
====== Behavior Factory ======
Using element class supporting adding behaviors the behavior can be added like this:
second
second
Cool Tool
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]