Difference between revisions of "AddToLeveledList"

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==Notes==
==Notes==
* Changes to existing leveled lists are not saved.  However, changes to a [[CloneForm]]ed leveled list ''will'' be saved.  This extends to the property mentioned above where ''any'' object can be added to a leveled list regardless of what type of object that list would normally rerturn.
* You can add any item to a list, but the engine will probably go haywire if you add abnormal items to a leveled list that is 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 not recurse through nested leveled lists, allowing creation of hierarchical data structures (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 that is 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 not recurse through nested leveled lists, allowing creation of hierarchical data structures (such as multidimensional arrays).
* Changes to existing leveled lists are not saved.  However, changes to a [[CloneForm]]ed leveled list ''will'' be saved.  This extends to the property mentioned above where ''any'' object can be added to a leveled list regardless of what type of object that list would normally rerturn.


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

Revision as of 12:16, 14 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

  • Changes to existing leveled lists are not saved. However, changes to a CloneFormed leveled list will be saved. This extends to the property mentioned above where any object can be added to a leveled list regardless of what type of object that list would normally rerturn.
  • You can add any item to a list, but the engine will probably go haywire if you add abnormal items to a leveled list that is 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 not recurse through nested leveled lists, allowing creation of hierarchical data structures (such as multidimensional arrays).

See Also