Editing Checking if a Mod is affecting an Object
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Latest revision | Your text | ||
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short sDoOnce | short sDoOnce | ||
Begin BlockName | Begin BlockName | ||
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; without preventing the OnLoad block from running | ; without preventing the OnLoad block from running | ||
else | else | ||
if ObjectRefID.rIsAffected.GetIsReference IsAffectedRef | |||
; Object has not been overridden | ; Object has not been overridden | ||
else | else | ||
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If you want to check whether or not a Mod is affecting an Object in a condition (for example, for a button on a message) then you'll have to use a bit of a workaround. Because these sorts of conditions can't check if a variable is equal to a reference, you'll have to do something like create a quest script declaring an "sObjectIsAffected" variable, and a result script like this: | If you want to check whether or not a Mod is affecting an Object in a condition (for example, for a button on a message) then you'll have to use a bit of a workaround. Because these sorts of conditions can't check if a variable is equal to a reference, you'll have to do something like create a quest script declaring an "sObjectIsAffected" variable, and a result script like this: | ||
set sQuestName.sObjectIsAffected to (ObjectRefID.rIsAffected | set sQuestName.sObjectIsAffected to (ObjectRefID.rIsAffected.GetIsReference IsAffectedRef) | ||
Now, you can check if "sQuestName.sObjectIsAffected == 1" in your condition. | Now, you can check if "sQuestName.sObjectIsAffected == 1" in your condition. | ||