Difference between revisions of "EVENT TYPE INVENTORY ADDED"
From Dragon Age Toolset Wiki
BryanDerksen (Talk | contribs) (update template) |
BryanDerksen (Talk | contribs) (add information from ItemPossessor.cpp) |
||
Line 11: | Line 11: | ||
|object0name= oItem | |object0name= oItem | ||
|object0desc= item being added | |object0desc= item being added | ||
+ | |int0name=bImmediate | ||
+ | |int0desc=If 0, the event is queued. If 1, it is processed immediately. | ||
}} | }} | ||
[[Category:Inventory]] | [[Category:Inventory]] |
Revision as of 20:26, 20 August 2009
- Source:
- script.ldf
- Sent when:
- An item is added to the personal inventory of the object receiving the event or the party inventory.
- Sent from:
- engine
- Sent to:
- creatures, placeables, player/party
- Parameters:
-
- Creator: old owner of the item, OBJECT_INVALID if item is created on object
- Integer 0: If 0, the event is queued. If 1, it is processed immediately.
- Object 0: item being added
Usage
case EVENT_TYPE_INVENTORY_ADDED:
{
object oOldOwner = GetEventCreator(ev); // old owner of the item, OBJECT_INVALID if item is created on object
int bImmediate = GetEventInteger(ev, 0); // If 0, the event is queued. If 1, it is processed immediately.
object oItem = GetEventObject(ev, 0); // item being added
// insert event-handling code here
break;
}
{
object oOldOwner = GetEventCreator(ev); // old owner of the item, OBJECT_INVALID if item is created on object
int bImmediate = GetEventInteger(ev, 0); // If 0, the event is queued. If 1, it is processed immediately.
object oItem = GetEventObject(ev, 0); // item being added
// insert event-handling code here
break;
}