Difference between revisions of "DamageActorValue"

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=='''Description'''==
{{Function
 
|origin = GECK1
'''[[DamageActorValue]]''' is called on a Reference and takes two parameters, an [[Actor Values|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. DamageActorValue will decrease the modifier by the given amount.
|summary = '''DamageActorValue''' is called on a Reference and takes two parameters, an [[Actor Values|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. DamageActorValue will decrease the modifier by the given amount.
 
|name = DamageActorValue
=='''Syntax'''==
|alias = DamageAV
 
|returnType = void
[''ActorREF''.]DamageActorValue ''ActorValue'' ''Value''
|referenceType = [ActorRefID]
   or
|arguments =  
[''ActorREF''.]DamageAV ''ActorValue'' ''Value''
  {{FunctionArgument
 
  |Name = [[ActorValue]]
=='''Examples'''==
   |Type = string
 
  }}{{FunctionArgument
  BuddyRef.DamageActorValue Health 5
  |Name = Value
  |Type = <nowiki>int|float</nowiki>
  }}
  |example = BuddyRef.DamageActorValue Health 5
For example, suppose you have an NPC with 10 points of health as the current reference.  If Buddy has 10 points of health, then this would subtract 5 from the damage modifier and now [[GetActorValue]] health returns 5.
For example, suppose you have an NPC with 10 points of health as the current reference.  If Buddy has 10 points of health, then this would subtract 5 from the damage modifier and now [[GetActorValue]] health returns 5.
}}


=='''Notes'''==
==Notes==
*Function also accepts floating point numbers.
*Function also accepts floating point numbers.


* '''DamageActorValue''' is always a negative number or zero, use [[RestoreActorValue]] to get the opposite effect.


=='''See Also'''==
* '''DamageActorValue''' changes are non-permanent. For permanent changes use [[ModActorValue]].
[[Stats List]]<br>
[[ForceActorValue]]<br>
[[GetActorValue]]<br>
[[GetActorValueInfo]]<br>
[[GetBaseActorValue]]<br>
[[ModActorValue]]<br>
[[RestoreActorValue]]<br>
[[SetActorValue]]


=='''Reference'''==
==See Also==
None provided.
*[[Stats List]]
<!-- [[DamageActorValue_Reference|List of functions that use DamageActorValue]] (wiki) -->
*[[ForceActorValue]]
*[[GetActorValue]]
*[[GetActorValueInfo]]
*[[GetBaseActorValue]]
*[[ModActorValue]]
*[[RestoreActorValue]]
*[[SetActorValue]]


[[Category:Functions]]
[[Category:Functions]]

Latest revision as of 14:37, 11 March 2012

< [[::Category:Functions|Category:Functions]]

A function included in the GECK version 1.1.0.36.

Description

DamageActorValue 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. DamageActorValue will decrease the modifier by the given amount.

Syntax

[help]
[ActorRefID].DamageActorValue ActorValue:string Value:int|float 

Or:

[ActorRefID].DamageAV ActorValue:string Value:int|float

Example

BuddyRef.DamageActorValue Health 5

For example, suppose you have an NPC with 10 points of health as the current reference. If Buddy has 10 points of health, then this would subtract 5 from the damage modifier and now GetActorValue health returns 5.

Notes

  • Function also accepts floating point numbers.
  • DamageActorValue is always a negative number or zero, use RestoreActorValue to get the opposite effect.
  • DamageActorValue changes are non-permanent. For permanent changes use ModActorValue.

See Also