Difference between revisions of "AddItem"

41 bytes added ,  19:40, 28 March 2010
→‎Console Usage: Moved some text to the discussion page
imported>AnoreX
imported>Shademe
(→‎Console Usage: Moved some text to the discussion page)
 
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Adds ''Count'' items of object ''ObjectID'' to the calling container's inventory.
__NOTOC__
 


'''Syntax:'''
'''Syntax:'''
  [''ActorID''|''ContainerID''.]AddItem ''ObjectID'', ''Count''  
  [''ActorID''|''ContainerID''.]AddItem ''ObjectID'', ''Count''  
Adds ''Count'' items of object ''ObjectID'' to the calling container's inventory.


'''Examples:'''
'''Examples:'''
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  player.additem MyItem Count
  player.additem MyItem Count


 
==Notes==
'''Notes:'''
 
* You can use a [[Variable_types:_reference_variables|reference variable]] as ''ObjectID'' and a [[Variable_types:_shortint|short]] variable for ''count''.  
* You can use a [[Variable_types:_reference_variables|reference variable]] as ''ObjectID'' and a [[Variable_types:_shortint|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.


* 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.
----
 
Console UsageWhen using AddItem with the console, you must use the desired item's FormID, not the EditorID.


So, instead of using
So, instead of using
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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.
<br/><br/>


==See Also==
==See Also==
[[RemoveItem]]
*[[AddItemNS]] - Spamless version of command (OBSE 15).
 
*[[GetItemCount]]
[[GetItemCount]]
*[[RemoveItem]]
 
*[[Message Spam]] - Techniques for avoiding message spam.


==Reference==
==Reference==
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[[Category: Functions]]
[[Category: Functions]]
[[Category: Object Functions]]
[[Category:Functions (CS)]]
[[Category:Actor Functions]]
[[Category: Functions (CS 1.0)]]
[[Category: Inventory Functions]]
[[Category: Inventory Functions (CS 1.0)]]
[[Category: Actor Functions]]
[[Category: Actor Functions (CS 1.0)]]
 
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