Difference between revisions of "GetClothingValue"
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Returns the "clothing value" of currently worn clothing and armor, ranging from 0 to 100. The value of each item is scaled according to the percentage of coverage used by that inventory slot (so an expensive robe will have more effect than expensive shoes). | Returns the "clothing value" of currently worn clothing and armor, ranging from 0 to 100. The value of each item is scaled according to the percentage of coverage used by that inventory slot (so an expensive robe will have more effect than expensive shoes). This function is best used as a condition for various dialogue options, allowing NPCs to react favorably or poorly to how someone is dressed. | ||
The following game settings are used to determine the clothing value. Jewelry, armor, and regular clothes are all handled independently: [[fClothingArmorBase]], [[fClothingArmorScale]], [[fClothingBase]], [[fClothingClassScale]], [[fClothingJewelryBase]], [[fClothingJewelryScale]]. | |||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category: Actor State Functions]] | [[Category: Actor State Functions]] | ||
[[Category: Condition Functions]] | [[Category: Condition Functions]] |
Revision as of 09:48, 4 April 2006
Returns the "clothing value" of currently worn clothing and armor, ranging from 0 to 100. The value of each item is scaled according to the percentage of coverage used by that inventory slot (so an expensive robe will have more effect than expensive shoes). This function is best used as a condition for various dialogue options, allowing NPCs to react favorably or poorly to how someone is dressed.
The following game settings are used to determine the clothing value. Jewelry, armor, and regular clothes are all handled independently: fClothingArmorBase, fClothingArmorScale, fClothingBase, fClothingClassScale, fClothingJewelryBase, fClothingJewelryScale.