Ardanis Posted June 28, 2012 Share Posted June 28, 2012 According to IESDP All slots are checked; inventory slots are checked in the following order 0, 2, 4, 6, 8, 10, 12, 14 1, 3, 5, 7, 9, 11, 13, 15 This is only relevant when the action is performed by a party member. For other allegiances slots are being filled in the reverse order AND the starting slot is not 16th inventory - as one might have expected, - but the "magical weapon" slot. Which leads to bugs, if the creature then casts a weapon spell, like Melf's Meteors, destroying the item taken. This applies to all of the following: TakePartyItem() TakePartyItemAll() TakePartyItemRange() TakePartyItemNum() TakeItemListParty() TakeItemListPartyNum() TakeItemReplace() is notably unaffected by this bug, as are GiveItem() and GiveItemCreate(). EDIT: Unsolicted edit by igi to note: "The TakePartyItem action (and its variants), when performed by a non-party member, would fill the creature's magic weapon slot and then its inventory. In EE, the magic weapon slot is ignored and items taken go straight to the inventory." Link to comment
argent77 Posted March 11, 2013 Share Posted March 11, 2013 I just wanted to add that items which have been placed in the "magical weapon" slot by one of the TakePartyItem*() actions will be ignored by a subsequent GiveItem() action. Link to comment
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