Difference between revisions of "Talk:SetNthEffectItemMagnitude"

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== Permanent Value Changes ==
== Permanent Value Changes ==
For spell effects at least, I can confirm any changes made using this function via scripting will be forgotten once the player reloads the game.  For example, you may have an ''Ability'' that checks if the player gained a level and then modifies the magnitude of all magic items of a certain spell to +1.  This works fine while playing, but any changes will be completely erased and all effect values of the spell set back to mod default when player reloads a game.   
For spell effects at least, I can confirm any changes made using this function via scripting will be forgotten once the player reloads the game.  For example, you may have an ''Ability'' that checks if the player gained a level and then modifies the magnitude of all magic items of a certain spell to +1.  This works fine while playing, but any changes will be completely erased and all effect values of the spell set back to mod default when player reloads a game.   
A link to a permanant solution is needed.   
'''A link to a permanant solution is needed'''.   


But ''''one'''' possible fix would be to hard-code the base values of all effects of the spell you're monitoring to local script variables.  Then with these base values known and hard-coded in script, validate the values of the 1st effect item in the spell to see if it should match the player's current level, and if this value is less than it should be, then mod all effect item values to be current. Then again, hard-coding values makes your mod much more difficult for others to mod.  --- 2011/12/19 [[User:8asrun6aer|8asrun6aer]]
But ''''one'''' possible fix would be to hard-code the base values of all effects of the spell you're monitoring to local script variables.  Then with these base values known and hard-coded in script, validate the values of the 1st effect item in the spell to see if it should match the player's current level, and if this value is less than it should be, then mod all effect item values to be current. Then again, hard-coding values makes your mod much more difficult for others to mod.  --- 2011/12/19 [[User:8asrun6aer|8asrun6aer]]
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