Difference between revisions of "Drop"
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imported>HeX (→Notes) |
imported>Haama (→Notes: Fixed item stats note) |
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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. | ||
* | * Item stats (i.e., Health, Charges, Script Variables) are reset as if it's a new item. | ||
* 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 16:23, 31 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.
- Item stats (i.e., Health, Charges, Script Variables) are reset as if it's a new item.
- 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.