Talk:ModActorValue

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Revision as of 19:28, 3 April 2006 by imported>Doppelganger
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--Doppelganger 18:52, 3 April 2006 (EDT): I have to ask a question then: How to we access these additional modifiers? I'd like to, for example, know the magic modifier so that I can regenerate health up to full instead of the base value.

--Smeister 20:04, 3 April 2006 (EDT) You can't access the modifiers individually. You can find out the sum total of all three modifiers obviously by subtracting the getav from the getbaseav, but there's no way to separate them out. I didn't want to provide accessors to CHANGE the modifiers, as that would definitely break the game in horrible ways, and so I didn't provide a way to get at the modifiers at all. It might have been useful to at least get the Script Modifier value, but I really wanted to put the responsibility of keeping track of each modification done to it in the scripter's hands, and only by not providing an accessor function for the script modifier could I FORCE that.

--Doppelganger 20:28, 3 April 2006 (EDT): Okay, so I'll cut to the chase: How can I have the user gain health without changing any modifiers and without forcing them to cast a spell? Would I have to "pulse" an ability (eg, add and remove) for epsilon time?