Difference between revisions of "Talk:SetNthEffectItemMagnitude"
Talk:SetNthEffectItemMagnitude (edit)
Revision as of 20:30, 21 December 2011
, 20:30, 21 December 2011no edit summary
imported>JRoush |
imported>8asrun6aer m |
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: An alternative is to clone the magic item using CloneForm and adjust the magnitudes of that. Scripted changes to cloned forms (and player-created enchantments and spells) are truly permanent. | : An alternative is to clone the magic item using CloneForm and adjust the magnitudes of that. Scripted changes to cloned forms (and player-created enchantments and spells) are truly permanent. | ||
:[[User:JRoush|JRoush]] 22:33, 19 December 2011 (EST) | :[[User:JRoush|JRoush]] 22:33, 19 December 2011 (EST) | ||
:: Thanks, JRoush. Although I didn't try cloning, I did try checking if the game just started or was reloaded with... | |||
<dl><dd> | |||
if ( Player.GetLevel == lastKnownPlayerLevel ) | |||
if ( GetGameRestarted || GetGameLoaded ) | |||
set lastKnownPlayerLevel to 0 | |||
else | |||
return | |||
endif | |||
endif | |||
set levelsAdvanced to Player.GetLevel - lastKnownPlayerLevel | |||
set lastKnownPlayerLevel to Player.GetLevel | |||
...continue modifying magnitudes of various spells | |||
</dl> | |||
:: This should in theory let one handle leveling spells with just a single, continuously-running ability script, rather than with a quest script and several spells for various ranks. | |||
::[[User:8asrun6aer|8asrun6aer]] 21 December 2011 |