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). This function is best used as a condition for various dialogue options, allowing NPCs to react favorably or poorly to how someone is dressed.
'''Syntax:'''
  [''ActorID''.]GetClothingValue
'''Example:'''
  BossRaider.GetClothingValue


Returns the "clothing value" of currently worn clothing and armor, ranging from 0 to 100.


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]].
==Notes==
*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.
*Game settings are used to determine the clothing value. Jewelry, armor, and regular clothes are all handled independently
 
==See Also==
* Game setting
:*[[fClothingArmorBase]]
:*[[fClothingArmorScale]]
:*[[fClothingBase]]
:*[[fClothingClassScale]]
:*[[fClothingJewelryBase]]
:*[[fClothingJewelryScale]]


[[Category: Functions]]
[[Category: Functions]]

Latest revision as of 19:23, 23 May 2009

Syntax:

 [ActorID.]GetClothingValue

Example:

 BossRaider.GetClothingValue

Returns the "clothing value" of currently worn clothing and armor, ranging from 0 to 100.

Notes[edit | edit source]

  • 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.
  • Game settings are used to determine the clothing value. Jewelry, armor, and regular clothes are all handled independently

See Also[edit | edit source]

  • Game setting