Difference between revisions of "Talk:Magic effect scripts"

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457 bytes added ,  17:26, 30 November 2009
imported>Innominate
imported>EnigmaniteZ
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::[[User:DragoonWraith|<font face="Oblivion,Daedric" 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>]] 22:40, 8 July 2006 (EDT): Gah, that's not going to help me very much. I need the fact that the variables are local - multiple people are going to be hit with this spell, and multiple people need to have their own, separate values for the variables. *sigh* Why on earth did Bethesda have to artificially limit script size? Alright, I can think of a... ''very'' annoying way around this. Thanks for your help.
::[[User:DragoonWraith|<font face="Oblivion,Daedric" 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>]] 22:40, 8 July 2006 (EDT): Gah, that's not going to help me very much. I need the fact that the variables are local - multiple people are going to be hit with this spell, and multiple people need to have their own, separate values for the variables. *sigh* Why on earth did Bethesda have to artificially limit script size? Alright, I can think of a... ''very'' annoying way around this. Thanks for your help.
:::[[User:EnigmaniteZ|EnigmaniteZ]] Methinks I know of...something. Does your ability set depend on an object? Maybe the spell can add an item with a script to their inventory temporarily, and use that object's script as a repository of variables? Though it would require something like This.itemref.varname and i'm not sure that works. hmm...in theory it should. I think i should try it in C++. Though it may be cumbersome and unwieldy. --2:25 Nov\30\2009


== Query - Multiple Summons ==
== Query - Multiple Summons ==
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