 
	
Unequipped object
		 Started by Shinook, Jul 01 2005 09:09 AM
	
	
	
	
		6 replies to this topic
	
		
			
				
					
						
					
					#1
					 
					
				
				
				
					
				
			
				
			
			
			Posted 01 July 2005 - 09:09 AM
					I've just looked at IESDP, but I didn't see the action to remove an equipped object and make it in the inventory. There is just "EquipItem"...
					
					
					
				
				
				
				
				
								
				
				
				
			
				
			
				
					
						
					
					#2
					 
					
				
				
				
					
				
			
				
			
			
			Posted 01 July 2005 - 09:14 AM
					I don't think this is possible by one action.. You could try destroying the item with DestroyItem() and recreating it with GiveItemCreate  ?
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					#3
					 
					
				
				
				
					
				
			
				
			
			
			Posted 01 July 2005 - 09:23 AM
					Ok  , but if I want to remove from a slot  ( helm for example ), and not a specific object ?
, but if I want to remove from a slot  ( helm for example ), and not a specific object ?
					
					
					
				
				
				
				
				
								
				
				
				
			
				 , but if I want to remove from a slot  ( helm for example ), and not a specific object ?
, but if I want to remove from a slot  ( helm for example ), and not a specific object ?
					
					
			
				
					
						
					
					#4
					 
					
				
				
				
					
				
			
				
			
			
			Posted 01 July 2005 - 12:04 PM
You could try destroying the item with DestroyItem() and recreating it with GiveItemCreate ?
DropItem and PickupItem is the more traditional approach, but that would work.
Ok smile.gif, but if I want to remove from a slot ( helm for example ), and not a specific object ?
From a weidu install:
DisplayStringHead(Protagonist,~Please remove your helmet, and place it in the inventory. This message is brought to you by the hard-coding of the Infinity Engine.~)
Probably.
You could try and work around this by having a creature TakeItem() for each possible helmet, and then checking which items the creature has, and then giving those items to the party. Hacky though.
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					#5
					 
					
				
				
				
					
				
			
				
			
			
			Posted 01 July 2005 - 01:03 PM
					what about modded helmets???
					
					
					
				
				
				
				
				
								
				
				
				
			
				
			
				
					
						
					
					#6
					 
					
				
				
				
					
				
			
				
			
			
			Posted 02 July 2005 - 02:28 AM
					As long as you take the almost standard weidu installation text of "you can install weidu mods in any order - but please install mod x last" then you should (with application of ninja tp2 skills) be able to get the filename of all helmets (either stock, or modded) and create a script around them  
					
					
					
				
				
				
				
				
								
				
					 
					
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					#7
					 -avenger_work-
					
				
				
				
					
	-avenger_work-
				
			
				
			
			
			Posted 07 July 2005 - 03:38 AM
					This is just fantasy, but you could try adding the following line to your actions.ids file
9 DropItemSlot(P:point*, I:SLOT*SLOTS)
Then use DropItemSlot([-1.-1], SLOT_HELM) in your script.
Well, I assume a lot of hidden functionality, but, it could work!
It works with UseItem, afterall.
					
				
				
				
				
				
								
				
				
				
			
				9 DropItemSlot(P:point*, I:SLOT*SLOTS)
Then use DropItemSlot([-1.-1], SLOT_HELM) in your script.
Well, I assume a lot of hidden functionality, but, it could work!
It works with UseItem, afterall.


 
				
				
				 
			
			 
				
				
				 
			
			 
				
				
				 
			




