Difference between revisions of "Drop"
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imported>DragoonWraith (CS 1.0) |
imported>Diarrhoe m |
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(11 intermediate revisions by 7 users not shown) | |||
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'''Syntax:''' | '''Syntax:''' | ||
[''ActorID''.]Drop ''ObjectID'' ''count'' | [''ActorID|ContainerID''.]Drop ''ObjectID'' ''count'' | ||
'''Example:''' | '''Example:''' | ||
Line 6: | Line 6: | ||
Calling actor drops the specified item(s) in the world at his/her feet. | 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. | |||
* 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 you drop a persistent item on an exterior cell and the cell gets unloaded, the item may, or may not, be there upon returning to that cell (although still accessible from scripts). It is unclear why and when this happens. | |||
==See Also== | |||
[[DropMe]] | |||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category:Functions (CS)]] | |||
[[Category: Functions (CS 1.0)]] | [[Category: Functions (CS 1.0)]] | ||
[[Category: | [[Category: Inventory Functions]] | ||
[[Category: Inventory Functions (CS 1.0)]] | |||
[[Category: Actor Functions]] | [[Category: Actor Functions]] | ||
[[ | [[Category: Actor Functions (CS 1.0)]] |
Latest revision as of 12:21, 11 October 2011
Syntax:
[ActorID|ContainerID.]Drop ObjectID count
Example:
Drop Torch02 2
Calling actor drops the specified item(s) in the world at his/her feet.
Notes[edit | edit source]
- 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.
- 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 you drop a persistent item on an exterior cell and the cell gets unloaded, the item may, or may not, be there upon returning to that cell (although still accessible from scripts). It is unclear why and when this happens.