RemoveItem - ObjectReference
Revision as of 15:12, 23 January 2018 by imported>Kalevala (→Notes)
Member of: ObjectReference Script
Removes X of the specified item from this reference's inventory, possibly silently.
Syntax
Function RemoveItem(Form akItemToRemove, int aiCount = 1, bool abSilent = false, ObjectReference akOtherContainer = None) native
Parameters
- akItemToRemove: The function will accept several variants:
- ObjectReference - if a reference is passed, the reference is deleted once it's removed.
- Note: This can accept non-persistent references in containers.
- Base object - removes no more than aiCount of that item.
- FormList of base objects, keywords, or components - removes no more than aiCount of items, starting with the first item in the form list and working down the form list.
- Keyword - removes no more than aiCount of items matching that keyword from the container.
- Component - removes no more than aiCount of items containing at least 1 of the component
- ObjectReference - if a reference is passed, the reference is deleted once it's removed.
- aiCount: How many references to remove.
- Default: 1
- Note: Values less than 0 will remove all the items of this type.
- abSilent: If true, no message will be printed to the screen
- Default: false
- akOtherContainer: If not None, the removed item(s) will be moved into this ref's inventory
- Default: None
Return Value
None.
Examples
; Take away an apple
Chest.RemoveItem(Apple)
; Remove 50 gold from the player
Game.GetPlayer().RemoveItem(GoldBase, 50)
Notes
- Keywords and components in FormLists are supported as well, including mixed base objects, keywords, and components.
- Removing items by component does not scrap the items like extracting components via the workshop does, it simply removes the item itself (and which item is removed if multiple items have the specified component is non-deterministic). If you want to scrap, use RemoveComponents
- The function seems to have a preference for equipped items. Or if not equipped items then the first instance of the item that's in inventory (which is the same thing, since when you equip something, it's the first instance of the object in the inventory).