Difference between revisions of "EquipItem"
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BryanDerksen (Talk | contribs) m (1 revision: re-import with default parameter value parameters set) |
BryanDerksen (Talk | contribs) m (refix) |
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{{dafunction | {{dafunction | ||
|name=EquipItem | |name=EquipItem | ||
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|param2type=object | |param2type=object | ||
|param2name=oItem | |param2name=oItem | ||
− | |param2desc= | + | |param2desc=The item to be equipped. |
|param2default= | |param2default= | ||
|param3type=int | |param3type=int | ||
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== Description == | == Description == | ||
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --> | <!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --> | ||
− | Equips an item from the inventory into the equiped slots. | + | Equips an item from the inventory into the equiped slots. If no equipment slot is given, the item will be equipped where it best fits. If the equip slot is in the weapon set it will be equipped in the weapon set number that is given. If no weapon set number is given the active weapon set will be used. If an incorrect slot is given or an invalid object is given the function will return 0. |
− | If no equipment slot is given, the item will be equipped where it | + | |
− | best fits. If the equip slot is in the weapon set it will be equipped | + | |
− | in the weapon set number that is given. If no weapon set number is given | + | |
− | the active weapon set will be used. | + | |
− | If an incorrect slot is given or an invalid object is given | + | |
− | the function will return 0. | + | |
<!-- == Remarks == --> | <!-- == Remarks == --> |
Revision as of 23:13, 31 July 2009
Equips an item on a creature
int EquipItem(
object oObject,
object oItem,
int nEquipSlot = INVENTORY_SLOT_INVALID,
int nWeaponSet = INVALID_WEAPON_SET
);
object oObject,
object oItem,
int nEquipSlot = INVENTORY_SLOT_INVALID,
int nWeaponSet = INVALID_WEAPON_SET
);
- Parameters:
- oObject
- The object to have its weapon set switched
- oItem
- The item to be equipped.
- nEquipSlot
- The optinal equip slot number. Use the INVENTORY_SLOT constants to specify a particular slot
- nWeaponSet
- The optinal weapon set number, it can be 0 or 1
- Returns:
- [Undocumented]
- Source:
- script.ldf
Description
Equips an item from the inventory into the equiped slots. If no equipment slot is given, the item will be equipped where it best fits. If the equip slot is in the weapon set it will be equipped in the weapon set number that is given. If no weapon set number is given the active weapon set will be used. If an incorrect slot is given or an invalid object is given the function will return 0.