OnItemRemoved - ObjectReference
Revision as of 23:21, 28 February 2015 by imported>DavidJCobb (→Notes: I just tested Diplomatic Immunity with a mod that makes this mistake. On my normal savegame, carrying my usual amount of items, that mod caused stack dumping, generating at least 118 stacks (those were the ones that got dumped). So yeah.)
Member of: ObjectReference Script
Event received when an item is removed from this object's container.
Syntax
Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
Parameters
- akBaseItem: The base object for the item that was removed from this container.
- aiItemCount: The number of items removed from this container.
- akItemReference: The specific reference removed from the container, if any. Will be None if a non-persistant object is moved to a different container; a persistant or not item used in crafting, (most likely) when consumed. If a non-persistant item is dropped from inventory into the world the generated reference is received.
- akDestContainer: The container that the object(s) went to. If None, then the object was dropped into the world, used in crafting or consumed.
Examples
Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
if !akDestContainer
Debug.Trace("I dropped " + aiItemCount + "x " + akBaseItem + " into the world")
elseif akDestContainer == Game.GetPlayer()
Debug.Trace("I gave the player " + aiItemCount + "x " + akBaseItem)
else
Debug.Trace("I gave " + aiItemCount + "x " + akBaseItem + " to another container")
endIf
endEvent
Notes
- If you only care about certain kinds of objects, you should also use AddInventoryEventFilter to filter out any events for things you aren't interested in.
- Refer to the notes for OnItemAdded to get an idea of how important this is.
- If something calls RemoveAllItems and you don't use an inventory event filter, then for every type of item removed from the object's inventory, one call to your OnItemRemoved event handler will be queued. If the player is holding a wide variety of items, then Skyrim will queue up more calls than it can even keep track of, causing an instant stack dump. This may negatively impact your own script as well as other scripts written by other people.
- The "Diplomatic Immunity" quest is a good testcase for this; getting thrown in jail may also work.
- If the item is consumed by any means (crafting, charging, poisoning, eat/drink) the dest parameter is None and most likely, but not always, the reference is None too.
- If player uses a poison to apply it to a weapon the event is fired twice: before and after the confirmation dialogue. If canceled in the confirmation dialogue then is not fired twice.