Difference between revisions of "EquipItem - Actor"

16 bytes added ,  10:10, 24 April 2012
m
→‎Notes: Alduin in inventory is not a MISC, but an _NPC
imported>JustinOther
(→‎Notes: Item addition anomaly)
imported>JustinOther
m (→‎Notes: Alduin in inventory is not a MISC, but an _NPC)
Line 34: Line 34:
*If the calling actor does not have akItem, they will be given one. It is best, however, to add the item with [[AddItem - ObjectReference]], then equip it as the item might not otherwise register as equipped.
*If the calling actor does not have akItem, they will be given one. It is best, however, to add the item with [[AddItem - ObjectReference]], then equip it as the item might not otherwise register as equipped.
<source lang="papyrus">FrenchTaunterREF.EquipItem(HolyGrailARMO, True) ; Gives them one unless they've already got one</source>
<source lang="papyrus">FrenchTaunterREF.EquipItem(HolyGrailARMO, True) ; Gives them one unless they've already got one</source>
*In some cases the aforementioned item addition can be utilized to add non-inventory items. The below will add an Alduin MISC form to the player's inventory which, when dropped, is a full-sized Alduin actor.  
*In some cases the aforementioned item addition can be utilized to add non-inventory items. The below will add an Alduin _NPC form to the MISC section of the player's inventory that, when dropped, will be a full-sized Alduin actor.
<source lang="papyrus">Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject(), False)</source>
<source lang="papyrus">Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject())</source>


== See Also ==
== See Also ==
Anonymous user