Difference between revisions of "Checking if a Mod is affecting an Object"

Changed scripts to use GetIsReference
imported>Cipscis
(Corrected information to relieve DragoonWraith's concern)
imported>Cipscis
(Changed scripts to use GetIsReference)
Line 28: Line 28:
  ; without preventing the OnLoad block from running
  ; without preventing the OnLoad block from running
  else
  else
  if ObjectRefID.rIsAffected == IsAffectedRef
  if ObjectRefID.rIsAffected.GetIsReference IsAffectedRef
  ; Object has not been overridden
  ; Object has not been overridden
  else
  else
Line 38: Line 38:


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 == IsAffectedRef)
  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.


Anonymous user