Difference between revisions of "StorePartyInventory"

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to interactive not matter it's previous state.
 
to interactive not matter it's previous state.
  
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+
== Remarks ==
<!-- This section contains additional comments, observations and known issues. -->
+
Equipped items are not affected. To store them, unequip them before using this function.
  
 
<!-- == Examples == -->
 
<!-- == Examples == -->

Revision as of 16:25, 25 August 2010

This page was generated by Sunjammer's Dragon Age Script Parser.

The parser extracted and matched all the information required to the best of its ability however the parser relies on the source file, and especially a function's comments, to be correctly formatted. If the source file was not correctly formatted the information presented may be incomplete.

This page should be reviewed by a knowledgeable scripter as it may require updating. If an issue with the source file is identified it should be reported to BioWare.

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Store the party inventory on a placeable

void StorePartyInventory(
object oPlaceable
);
Parameters:
oPlaceable
Target placeable
Returns:

Nothing.

Source:

script.ldf

Description

Store the party inventory on a placeable NOTE: As with all commands that add items to a container, this command will reset the container (placeable) to interactive not matter it's previous state.

Remarks

Equipped items are not affected. To store them, unequip them before using this function.