Difference between revisions of "AddItem - ObjectReference"
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== Parameters == | == Parameters == | ||
*akItemToAdd: The | *akItemToAdd: The form to add to this reference's inventory. If this is a base object, it will add a newly-created item. If it is a reference, it will move/remove it from its place/container to this container. If it is a form list, then it will add aiCount of each item in the list. | ||
**'''Note''': This can accept non-persistent references in containers. | **'''Note''': This can accept non-persistent references in containers. | ||
*aiCount: How many references to add. Note that this must be | *aiCount: How many references to add. Note that this must be 1 if you are passing in an object reference. | ||
**'''Default:''' 1 | **'''Default:''' 1 | ||
*abSilent: If true, no message will be printed to the screen | *abSilent: If true, no message will be printed to the screen |
Revision as of 06:16, 19 August 2016
Member of: ObjectReference Script
Adds X of the specified item to this reference's inventory, possibly silently.
Syntax
Function AddItem(Form akItemToAdd, int aiCount = 1, bool abSilent = false) native
Parameters
- akItemToAdd: The form to add to this reference's inventory. If this is a base object, it will add a newly-created item. If it is a reference, it will move/remove it from its place/container to this container. If it is a form list, then it will add aiCount of each item in the list.
- Note: This can accept non-persistent references in containers.
- aiCount: How many references to add. Note that this must be 1 if you are passing in an object reference.
- Default: 1
- abSilent: If true, no message will be printed to the screen
- Default: false
Return Value
None.
Examples
; Add two diamonds to the player's inventory, silently
Game.GetPlayer().AddItem(Diamond, 2, true)
; Move the special gem reference from wherever it is into the chest
Chest.AddItem(SpecialGemRef)