Difference between revisions of "IsEquipped - Actor"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Chesko
imported>Chesko
Line 25: Line 25:


== Notes ==
== Notes ==
* Specifying a light that can be carried (e.g., torches) as akItem will always return false no matter if the light is equipped or not. To determine if the actor has a light equipped, use [[GetEquippedItemType - Actor|GetEquippedItemType()]]. Light objects will send [[OnObjectEquipped - Actor|OnObjectEquipped()]] events, however.
* Specifying a light that can be carried (e.g., torches) as akItem will always return false no matter if the light is equipped or not. To determine if the actor has a light equipped, use [[GetEquippedItemType - Actor|GetEquippedItemType()]]. Light forms will send [[OnObjectEquipped - Actor|OnObjectEquipped()]] events, however.


== See Also ==
== See Also ==
*[[Actor Script]]
*[[Actor Script]]
*[[EquipItem - Actor]]
*[[EquipItem - Actor]]

Revision as of 01:14, 8 June 2012

Member of: Actor Script

Does the actor have the specified item equipped?

Syntax

bool Function IsEquipped(Form akItem) native

Parameters

  • akItem: The item to check for.

Return Value

If the actor has the item equipped or not.

Examples

; Does the player have the uber sword equipped?
if (Game.GetPlayer().IsEquipped(UberSwordProperty))
  Debug.Trace("The player has the uber sword equipped")
endIf

Notes

  • Specifying a light that can be carried (e.g., torches) as akItem will always return false no matter if the light is equipped or not. To determine if the actor has a light equipped, use GetEquippedItemType(). Light forms will send OnObjectEquipped() events, however.

See Also