Difference between revisions of "AddItem"
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imported>Deathbane27 |
imported>JOG (You can use reference-variables for ObjectID !) |
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=='''Description'''== | =='''Description'''== | ||
Adds Count items of object ''ObjectID'' to the calling container's inventory. | Adds ''Count'' items of object ''ObjectID'' to the calling container's inventory. | ||
<br> | |||
=='''Syntax'''== | =='''Syntax'''== | ||
AddItem ''ObjectID'', ''Count'' | AddItem ''ObjectID'', ''Count'' | ||
==''' | <br> | ||
AddItem MyObject, 1 | =='''Examples'''== | ||
AddItem MyObject, 1 | |||
Ref MyItem | |||
Short count | |||
set MyItem to ArenaAkaviriLongSword | |||
set count to 1 | |||
player.additem MyItem Count | |||
==''' | <br> | ||
=='''Notes'''== | |||
* You can use a [[Variable_types:_reference_variables|reference variable]] as ''ObjectID'' and a [[Variable_types:_shortint|short]] variable for ''count''. | |||
* This will not trigger [[OnAdd]] blocks, because the item is created inside the inventory rather than actually being added. For creating items from the console that you need to trigger OnAdd, use [[PlaceAtMe]] instead and pick the item up from the ground. | |||
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==Reference== | ==Reference== |
Revision as of 12:47, 6 June 2006
Description
Adds Count items of object ObjectID to the calling container's inventory.
Syntax
AddItem ObjectID, Count
Examples
AddItem MyObject, 1
Ref MyItem Short count set MyItem to ArenaAkaviriLongSword set count to 1 player.additem MyItem Count
Notes
- You can use a reference variable as ObjectID and a short variable for count.
- This will not trigger OnAdd blocks, because the item is created inside the inventory rather than actually being added. For creating items from the console that you need to trigger OnAdd, use PlaceAtMe instead and pick the item up from the ground.
Console Usage: 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
Kedrigh wrote: [1]
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.