Difference between revisions of "Category talk:Scripting"

760 bytes added ,  10:03, 21 July 2006
imported>DragoonWraith
(→‎Extending the Limit: clearing up the formatting)
imported>DragoonWraith
(→‎Ways Around the Limit (that don't involve 3rd party apps): dealing with variable value transfers)
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:::::: This, along with quest stage results for conditions/results that don't need to run on a specific target, is making the scripting for Oblivion Unscripted much easier, since I do a lot of randomly-generated stuff. It also makes it easier to add new conditions or change things around, without having to restructure your script. And it makes long scripts more compact and easier to read. I thought it might be useful to you given the size of your scripts.
:::::: This, along with quest stage results for conditions/results that don't need to run on a specific target, is making the scripting for Oblivion Unscripted much easier, since I do a lot of randomly-generated stuff. It also makes it easier to add new conditions or change things around, without having to restructure your script. And it makes long scripts more compact and easier to read. I thought it might be useful to you given the size of your scripts.
[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 11:03, 21 July 2006 (EDT): Another issue here (for me) was transferring variable values from one script to the next when using multiple [[Magic effect scripts]] to get around the limitation on any single script - to do this, I used amulets with a script to render them unequippable, with the Unplayable box checked, and then the script adds as many of them as the value of the variable. So like this:
First script:
AddItem "amulet" varName
Second script:
set varName to GetItemCount "amulet"
I just thought that could be helpful to someone else.


== If / Elseif / Else explanation ==
== If / Elseif / Else explanation ==