ActionTakeItem(object, object)

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Takes an item from an object.

void ActionTakeItem(
    object oItem,
    object oTakeFrom


The item to take.
The object from which to take the item.


Take oItem from oTakeFrom. If oItem is not a valid item, or oTakeFrom is not a valid object, nothing will happen. This will remove an item worn by or carried by a PC.


This action can only be performed by objects that are capable of having an inventory. The taking object need not actually have an inventory, but must be capable of having one. If the object doing the taking does have an inventory, then oItem is moved to their inventory automatically. If the taking object doesn't have an inventory, items taken with this action are not destroyed, but linger in an unknown state. They remain valid objects, and can be restored with ActionGiveItem.

Known Bugs

While testing this action in an Area's OnEnter, the area crashed at load-time if the Action was added to the Area's action queue. (Note by Lilac Soul: Actually, areas and modules can't have action queues and that is probably what is causing the crash.)

When using ActionTakeItem on a container within a container the game will crash. Suggested workaround is to place the container on the floor (preferably in the top right corner where it cannot be seen) and then perform ActionTakeItem on it.

Using ActionTakeItem to attempt to take Ammo created by an Unlimited Ammo itemproperty and put it into a container causes the server to crash when the container was opened. Either check the for the itemproperty or remove the weapon prior to attempting.




// In a trigger's OnEnter, this causes a placeable with tag "plc_mystery" to
// strip a PC, compliment their physique, and restore their clothing.
#include "nw_i0_generic"
void main()
    object oPC = GetEnteringObject();
    if (!GetIsPC(oPC))
    // Tag of an invisible object prepared earlier
    object oMystery = GetObjectByTag("plc_mystery"); 
    object oClothes = GetItemInSlot(INVENTORY_SLOT_CHEST , oPC);
    // Tell us whether oMystery has an inventory so we can see what happens to
    // oClothes when we take them. If oMystery has an inventory, they go to the
    // inventory. Otherwise, they go to Limbo. This is reflected by the message
    // the NPC gives later on when we call HasItem()
    if (GetHasInventory(oMystery)) 
        SendMessageToPC(oPC, "Yup, oMystery has an inventory");
        SendMessageToPC(oPC, "Nope, no inventory here");
    // Using AssignCommand so sequence is preserved
    AssignCommand(oMystery, ActionTakeItem(oClothes, oPC));
    AssignCommand(oMystery, ActionDoCommand(SendMessageToPC(oPC, "HasItem on oMystery says: " + IntToString(HasItem(oMystery, GetTag(oClothes))))));
    AssignCommand(oMystery, DelayCommand(1.0, ActionSpeakString("Hey, great abs! You been working out?")));
    AssignCommand(oMystery, DelayCommand(3.0, ActionGiveItem(oClothes, oPC)));
    AssignCommand(oMystery, DelayCommand(3.1, AssignCommand(oPC, ActionEquipItem(oClothes, INVENTORY_SLOT_CHEST))));

See Also

functions:  ActionGiveItem, TakeNumItems

author: Iskander Merriman, editor: Lilac Soul, additional contributor(s): Enigmatic