Difference between revisions of "Category talk:Scripting"

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322 bytes added ,  11:53, 21 July 2006
→‎Ways Around the Limit (that don't involve 3rd party apps): yes, they would have to be weightless, that's very important
imported>Gamall
imported>DragoonWraith
(→‎Ways Around the Limit (that don't involve 3rd party apps): yes, they would have to be weightless, that's very important)
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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:
[[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 weightless 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:
First script:
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::::: [[User:Gamall|Gamall]] 12:33, 21 July 2006 (EDT) Ok, I get it. Better make sure the amulets weight nothing, though ;)
::::: [[User:Gamall|Gamall]] 12:33, 21 July 2006 (EDT) Ok, I get it. Better make sure the amulets weight nothing, though ;)
::::::[[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>]] 12:53, 21 July 2006 (EDT): Oh, but of course! I changed the above to reflect that requirement.


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

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