GetEffectiveArmorAR
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A User Function for use with Oblivion Script Extender
Syntax:
(effectiveArmorAR:short) reference.Call GetEffectiveArmorAR Armor:ref CurrentHealth:float
Returns the effective armor rating, adjusted by the effective skill of the calling actor.
Notes[edit | edit source]
- This function must be called on a reference (Ref.call <function>)
- CurrentHealth is the value returned by GetCurrentHealth and/or GetEquippedCurrentHealth. If you want the armor rating of an undamaged armor, just use 1 as the second parameter.
- This function requires the User Function GetEffectiveSkill
- If the ref passed as the first argument is not an armor, or this function is not called on a NPC/Player reference, this function returns -1.
Code[edit | edit source]
scn GetEffectiveArmorAR int ActorValueCode int EffectiveAR int Skill float CurrentHealth float value float value2 ref Armor Begin Function { Armor, CurrentHealth } if Eval ( !IsActor ) || ( GetIsCreature ) || ( !IsArmor Armor ) SetFunctionValue -1 Return endif if ( GetArmorType Armor ) let ActorValueCode := ( ActorValueToCode HeavyArmor ) else let ActorValueCode := ( ActorValueToCode LightArmor ) endif let Skill := ( Call GetEffectiveSkill ActorValueCode ) let value := ( Skill / 100 ) let value *= ( GetGameSetting fArmorRatingMax ) - ( GetGameSetting fArmorRatingBase ) let value += ( GetGameSetting fArmorRatingBase ) let CurrentHealth /= ( GetObjectHealth Armor ) let value2 := ( ( GetGameSetting fArmorRatingConditionMult ) * CurrentHealth ) let value *= ( value2 + ( GetGameSetting fArmorRatingConditionBase ) ) let value *= ( GetArmorAR Armor ) let EffectiveAR := ( Floor value ) let EffectiveAR += !EffectiveAR SetFunctionValue EffectiveAR End