Difference between revisions of "Talk:SetNthEffectItemMagnitude"

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imported>JRoush
imported>8asrun6aer
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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
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