Difference between revisions of "AddItem"

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imported>Shademe
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to give yourself a lockpick, you must use
to give yourself a lockpick, you must use
  player.additem 00000A 1
  player.additem 00000A 1
Kedrigh wrote: [http://www.elderscrolls.com/forums/index.php?showtopic=323641&hl=#]
''Form id is in the cs and looks like this: yyxxxxxx.''
''yy is used to reference the plugin, xxxxxx to reference the item inside the plugin (and does not change). So if you load the oblivion master in the cs, and create something, it will have 01xxxxxx as the form id.''
''The yy part of the formid changes depending on the mods you load up, in the order in which they load.
''
Appler: FormID is also listed in Oblivion Mod Manager. This saves you the trouble of counting all your mods, and translating that into hex.
*Note: The yy part of the formID is only relevent in user-created plugins, not offical plugins, offical plugins "use" the same yy part of the form ID as the main data file(oblivion.esm) - 00.


==See Also==
==See Also==
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[[Category: Actor Functions]]
[[Category: Actor Functions]]
[[Category: Actor Functions (CS 1.0)]]
[[Category: Actor Functions (CS 1.0)]]
<!-- Begin Search Terms
Add
Item
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Latest revision as of 18:40, 28 March 2010


Syntax:

[ActorID|ContainerID.]AddItem ObjectID, Count 

Adds Count items of object ObjectID to the calling container's inventory.

Examples:

AddItem MyObject, 1
Ref MyItem
Short count

set MyItem to ArenaAkaviriLongSword
set count to 1
player.additem MyItem Count

Notes[edit | edit source]

  • You can use a reference variable as ObjectID and a short variable for count.
  • This function will trigger an onAdd block in a script attached to the target container, as long as the container is in a loaded cell. When used on a container in a remote cell, the onAdd block won't run until the player enters that container's cell. However, if the player enters the remote cell after saving and loading, the onAdd block won't run.
    • Note that this is only true for the onAdd block, the rest of the script will still run if applicable (GameMode block will run if it's GameMode, MenuMode if MenuMode, etc.). The script will run once, as if it were loaded. If you have any variables set on the script, it will run the next frame as well and will continue to run until no variables are set.
  • See Message Spam for techniques to avoid unwanted "Item Added" messages.

Console Usage[edit | edit source]

When using AddItem with the console, you must use the desired item's FormID, not the EditorID.

So, instead of using

player.additem lockpick 1

to give yourself a lockpick, you must use

player.additem 00000A 1

See Also[edit | edit source]

Reference[edit | edit source]

List of existing scripts that use AddItem