OnItemRemoved - ObjectReference

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Revision as of 09:16, 3 April 2013 by imported>LukeH (→‎Notes)
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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.
  • If the item is consumed by any means (crafting, charging, poisoning, eat/drink) the target 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.

See Also