Difference between revisions of "Drop"

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imported>Haama
(→‎Notes: More particular notes)
imported>HeX
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* 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.

See Also

DropMe