Difference between revisions of "EquipItem - Actor"
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imported>JustinOther m (→Notes: Alduin in inventory is not a MISC, but an _NPC) |
imported>JustinOther m (→Notes) |
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*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 | *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 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())</source> | <source lang="papyrus">Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject())</source> | ||