Difference between revisions of "AddToLeveledList"

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==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).
* Changes to existing leveled lists are not saved.  However, changes to a [[CloneForm]]ed leveled list ''will'' be saved.
* 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.
** This issue is fixed in v0015. <s>Cloned objects of any type will be removed from a leveled list after the second time the game is saved and then reloaded.</s>


==See Also==
==See Also==
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[[Category:Inventory Functions]]
[[Category:Inventory Functions]]
[[Category:Inventory Functions (OBSE)]]
[[Category:Inventory Functions (OBSE)]]
[[Category:Leveled List Functions]]
[[Category:Leveled List Functions (OBSE)]]

Latest revision as of 14:03, 27 October 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[edit | edit source]

  • Changes to existing leveled lists are not saved. However, changes to a CloneFormed leveled list will be saved.
  • 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.
    • This issue is fixed in v0015. Cloned objects of any type will be removed from a leveled list after the second time the game is saved and then reloaded.

See Also[edit | edit source]