From Divinity Engine Wiki
- call ItemToTransform((GUIDSTRING)_UUID, (REAL)_X, (REAL)_Y, (REAL)_Z, (REAL)_Pitch, (REAL)_Yaw, (REAL)_Roll, (INTEGER)_Amount, (CHARACTERGUID)_Owner)
Moves, rotates and changes the amount and ownership of the item with the _UUID. The position and rotation are updated instantly and without animation.
- This call requires _Pitch, _Yaw and _Roll to be given in radians while all other calls and queries use degrees to measure angles. Degrees can be converted to radians by multiplying them by 0.0174533.
- This is the only call that can change the amount of an existing item in the world (e.g. a gold pile).
- To clear the ownership of an item, NULL_00000000-0000-0000-0000-000000000000 may be passed as _Owner.
This example creates an overload that only requires _X, _Y and _Z to be set.
PROC ItemToTransform((ITEMGUID)_Item, (REAL)_X, (REAL)_Y, (REAL)_Z) AND GetRotation(_Item, (REAL)_PitchDegree, (REAL)_YawDegree, (REAL)_RollDegree) AND RealProduct(_PitchDegree, 0.0174533, (REAL)_Pitch) AND RealProduct(_YawDegree, 0.0174533, (REAL)_Yaw) AND RealProduct(_RollDegree, 0.0174533, (REAL)_Roll) AND ItemGetAmount(_Item, (INTEGER)_Amount) AND ItemGetOwner(_Item, (CHARACTERGUID)_Owner) THEN ItemToTransform(_Item, _X, _Y, _Z, _Pitch, _Yaw, _Roll, _Amount, _Owner);