Difference between revisions of "AddToLeveledList"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Quetzilla
imported>Quetzilla
Line 7: Line 7:


==Notes==
==Notes==
* You can add any item to a list, but the engine will probably go haywire if you add abnormal items to a leveled list thats actually used in the game world. However, you can use this feature in combination with CalcLeveledItem to make indexed arrays of any kind of reference object, by setting the level requirement of the item as the index.  OBSE 0015 is slated to add functions which will make hierarchical data storage possible (such as multidimensional arrays).
* You can add any item to a list, but the engine will probably go haywire if you add abnormal items to a leveled list thats actually used in the game world. However, you can use this feature in combination with [[CalcLeveledItem]] to make indexed arrays of any kind of reference object, by setting the level requirement of the item as the index.  OBSE 0015 is slated to add functions which will make hierarchical data storage possible (such as multidimensional arrays).


==See Also==
==See Also==

Revision as of 20:07, 5 February 2008

A command for Oblivion Script Extender

Syntax:

(nothing) AddToLeveledList leveledList:ref object:ref level:short count:short

Adds an object to a leveled creature, spell, or item list. Count defaults to 1 if unspecified.

Notes

  • You can add any item to a list, but the engine will probably go haywire if you add abnormal items to a leveled list thats actually used in the game world. However, you can use this feature in combination with CalcLeveledItem to make indexed arrays of any kind of reference object, by setting the level requirement of the item as the index. OBSE 0015 is slated to add functions which will make hierarchical data storage possible (such as multidimensional arrays).

See Also