The iEquip_InventoryExt script is a part of Skyrim SE’s Papyrus scripting ecosystem. This script is not present in the vanilla game, but can be found in modded sources like iEquip (iEquip).
For this script, the Papyrus index knows about:
- 2 events
- 17 functions
- 1 property
Inheritance Tree
No indexed scripts extend this script.
Properties
iequip
- intinvalid_refhandle=0xffff
Events
- Found in:
- iEquip
eventOnRefHandleActive(Forma_item, inta_refHandle, inta_itemCount)@brief Fires whenever an item of a tracked type is added to the player's inventory.
@param a_item The form of the item added.
@param a_refHandle The handle for identifying the item.
@param a_itemCount The number of items added.
@notes Tracked types include:- Weapon
- Armor
- Found in:
- iEquip
eventOnRefHandleInvalidated(Forma_item, inta_refHandle)@brief Fires whenever an item of a tracked type is removed from the player's inventory.
@param a_item The form of the item added.
@param a_refHandle The handle for identifying the item.
@notes Tracked types include:- Weapon
- Armor
Functions
- Found in:
- iEquip
@brief Registers the passed script to be notified when a ref handle becomes active.
@param a_thisForm The form to register for the event (i.e. Self).- Found in:
- iEquip
@brief Unregisters the passed script to no longer be notified when a ref handle becomes active.
@param a_thisForm The form to register for the event (i.e. Self).- Found in:
- iEquip
@brief Registers the passed script to be notified when a ref handle becomes invalidated.
@param a_thisForm The form to register for the event (i.e. Self).- Found in:
- iEquip
@brief Unregisters the passed script to no longer be notified when a ref handle becomes invalidated.
@param a_thisForm The form to register for the event (i.e. Self).- Found in:
- iEquip
voidfunctionEquipItem(Forma_item, inta_refHandle, Actora_actor, inta_equipSlot=0, boola_preventUnequip=false, boola_equipSound=true)NativeGlobal@brief Equips the given item to the given actor.
@param a_item The item to equip.
@param a_refHandle The handle to the item.
@param a_actor The actor to equip the item to.
@param a_equipSlot The slot to equip the item to.
@param a_preventUnequip If True, prevents the player from unequiping the item.
@param a_equipSound If True, plays the equip sound.
@notes Valid equip slots:
0 - Default
1 - Right hand
2 - Left hand- Found in:
- iEquip
@brief Retrieves the enchantment on the item.
@param a_item The item to retrieve the enchantment of.
@param a_refHandle The handle to the item.
@return Returns NONE error, else returns the enchantment.- Found in:
- iEquip
@brief Retrieves the full display name of the item.
@param a_item The item to retrieve the full display name of.
@param a_refHandle The handle to the item.
@return Returns "" error, else returns the full display name.- Found in:
- iEquip
@brief Retrieves the poison count of the item.
@param a_item The item to retrieve the poison count of.
@param a_refHandle The handle to the item.
@return Returns 0 error, else returns the poison count.- Found in:
- iEquip
@brief Retrieves the ref handle from the item at the given inventory index.
@param a_index The inventory index of the item to retrieve the ref handle of.
@return Returns INVALID_REFHANDLE on error, else returns the ref handle for the item.- Found in:
- iEquip
@brief Retrieves the ref handle from the worn object.
@param a_equipSlot The slot the object is equipped to.
@return Returns INVALID_REFHANDLE on error, else returns the ref handle for the worn object.
@notes Valid equip slots:
0 - LeftHand
1 - RightHand
2 - Shield
3 - Head
4 - Chest
5 - Boots
6 - Gloves- Found in:
- iEquip
@brief Retrieves the short display name of the item, without the temper string.
@param a_item The item to retrieve the short display name of.
@param a_refHandle The handle to the item.
@return Returns "" error, else returns the short display name.- Found in:
- iEquip
@brief Parses the player's inventory and assigns ref handles.
Must be run so the player's existing inventory can be tracked.- Found in:
- iEquip
@brief Clears down all pre-10.x ref handles.
Should be followed by ParseInventory to then assign handles under the new manager.- Found in:
- iEquip
@brief Removes the applied poison from the given item, if any.
@param a_item The item to remove the poison from.
@param a_refHandle The handle to the item.- Found in:
- iEquip
@brief Applies the given poison to the given item with the given number of charges.
@param a_item The item to apply the poison to.
@param a_refHandle The handle to the item.
@param a_newPoison The new poison to apply.
@param a_newCount The number of charges to apply.- Found in:
- iEquip
@brief Sets the poison count of the item.
@param a_item The item to set the poison count on.
@param a_refHandle The handle to the item.
@param a_newCount The new poison count.
@notes Only works if the weapon has an existing poison applied.
