Difference between revisions of "RestoreActorValue"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>Geckbot
m (Robot: Automated text replacement (-\[\[Category:(.*?)Functions\]\] +Category:\1Functions\nCategory:\1Functions (GECK 1.0)))
imported>Geckbot
m (Robot: Automated text replacement (-\[\[Category:(.*?)\(GECK 1.0\)\]\] +Category:\1(GECK 1.1)))
 
Line 34: Line 34:


[[Category:Functions]]
[[Category:Functions]]
[[Category:Functions (GECK 1.0)]]
[[Category:Functions (GECK 1.1)]]
[[Category:Actor Value Functions]]
[[Category:Actor Value Functions]]
[[Category:Actor Value Functions (GECK 1.0)]]
[[Category:Actor Value Functions (GECK 1.1)]]
[[Category:Godsend Functions]]
[[Category:Godsend Functions]]
[[Category:Godsend Functions (GECK 1.0)]]
[[Category:Godsend Functions (GECK 1.1)]]

Latest revision as of 13:01, 15 August 2009

Description[edit | edit source]

RestoreActorValue is called on a Reference and takes two parameters, an ActorValue and a value. The Function alters the damage modifier of a given actor value. The damage modifier is always a negative number, or zero if there is no damage to the actor value. RestoreActorValue will increase the modifier by the given amount or to 0.

Syntax[edit | edit source]

[ActorREF.]RestoreActorValue ActorValue value
   or
[ActorREF.]RestoreAV ActorValue value

Examples[edit | edit source]

BuddyRef.RestoreActorValue Health 20

If Buddy has 10 points of health, adds 0 to the damage modifier, because it cannot go above zero GetActorValue health returns 10.

Notes[edit | edit source]

  • Function also accepts floating point numbers.


See Also[edit | edit source]

Stats List
DamageActorValue
ForceActorValue
GetActorValue
GetActorValueInfo
GetBaseActorValue
GetPermanentActorValue
ModActorValue
SetActorValue

Reference[edit | edit source]

None provided.