# ITEMDATABASE::_ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT

- **Hash:** `0x01FDDAD392D04144`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAcquireCostsCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT

## Signature

```c
int _ITEMDATABASE_GET_ACQUIRE_COSTS_COUNT(Hash key);
```

## Parameters

- `key` (`Hash`)

## Returns

`int`

## Description

Returns the number of <Item>s <acquirecosts> has from the key in catalog_sp.ymt

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAcquireCostsCount(key)

-- always available, by hash
local retval = Citizen.InvokeNative(0x01FDDAD392D04144, key, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAcquireCostsCount(key);

// by hash
const retval = Citizen.invokeNative('0x01FDDAD392D04144', key, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x01FDDAD392D04144, key);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
