Difference between revisions of "Drop"
Jump to navigation
Jump to search
imported>Haama (→Notes: More particular notes) |
imported>HeX (→Notes) |
||
Line 10: | Line 10: | ||
* While '''set pRef to player.Drop SomeItem 1''' will compile and run, pRef will remain null (00000000) and won't be of any use. | * While '''set pRef to player.Drop SomeItem 1''' will compile and run, pRef will remain null (00000000) and won't be of any use. | ||
* Does NOT appear to trigger OnDrop blocks when called on the player. | * Does NOT appear to trigger OnDrop blocks when called on the player. | ||
* Items will retain their stats (i.e., health, script variables) | * Items will retain their stats (i.e., health, script variables) - edit: this does not appear to be the case. In fact health and charges etc are reset to their base values. | ||
* If using to only drop a part of a stack of items, it's unclear ''which'' will be dropped. For instance, if you drop 3 of 5 Iron Swords, they may be the 3 with the least health, most health, etc. | * If using to only drop a part of a stack of items, it's unclear ''which'' will be dropped. For instance, if you drop 3 of 5 Iron Swords, they may be the 3 with the least health, most health, etc. | ||
Revision as of 20:35, 30 March 2009
Syntax:
[ActorID.]Drop ObjectID count
Example:
Drop Torch02 2
Calling actor drops the specified item(s) in the world at his/her feet.
Notes
- While set pRef to player.Drop SomeItem 1 will compile and run, pRef will remain null (00000000) and won't be of any use.
- Does NOT appear to trigger OnDrop blocks when called on the player.
- Items will retain their stats (i.e., health, script variables) - edit: this does not appear to be the case. In fact health and charges etc are reset to their base values.
- If using to only drop a part of a stack of items, it's unclear which will be dropped. For instance, if you drop 3 of 5 Iron Swords, they may be the 3 with the least health, most health, etc.