Difference between revisions of "OnItemAdded - ObjectReference"
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imported>Plplecuyer (→Notes) |
imported>Goggle m (→Notes: Removed my note about this event not telling the difference between equipped items and unequipped items of the same type. That is actually a problem with RemoveItem.) |
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Latest revision as of 07:19, 25 September 2016
Member of: ObjectReference Script
Event received when an item is inserted into this object's container. Only arrives if it matches an inventory filter in place on the script receiving the event.
Syntax[edit | edit source]
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
Parameters[edit | edit source]
- akBaseItem: The base object for the item that was added to this container.
- aiItemCount: The number of items added to this container.
- akItemReference: The specific reference added to the container, if any. Will be None if a non-persistant object is added.
- akSourceContainer: The container that the object(s) came from. If None, then the object came from the world.
Examples[edit | edit source]
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
if !akSourceContainer
Debug.Trace("I picked up " + aiItemCount + "x " + akBaseItem + " from the world")
elseif akSourceContainer == Game.GetPlayer()
Debug.Trace("The player game me " + aiItemCount + "x " + akBaseItem)
else
Debug.Trace("I got " + aiItemCount + "x " + akBaseItem + " from another container")
endIf
endEvent
Notes[edit | edit source]
- Once an object has been added to a container it usually no longer exists. You can then only call inventory-safe functions on it.
- You must use AddInventoryEventFilter to receive this event, letting it know what items you care about.