Difference between revisions of "EquipItem - Actor"

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479 bytes added ,  01:54, 24 April 2012
→‎Notes: Item addition anomaly
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== Notes ==
== Notes ==
*If the calling actor does not have akItem, they will be given one.
*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.
<source lang="papyrus">Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject(), False)</source>


== See Also ==
== See Also ==
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