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

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imported>Cipscis
(Changed scripts to use GetIsReference)
imported>Omzy
 
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  short sDoOnce
  short sDoOnce
ref rIsAffected
   
   
  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
  set rIsAffected to ObjectRefID.rIsAffected
if 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.GetIsReference IsAffectedRef)
  set sQuestName.sObjectIsAffected to (ObjectRefID.rIsAffected == IsAffectedRef)
Now, you can check if "sQuestName.sObjectIsAffected == 1" in your condition.
Now, you can check if "sQuestName.sObjectIsAffected == 1" in your condition.


== See Also ==
== See Also ==
*[[Running_an_OnLoad_block_on_a_disabled_item|Running an OnLoad block on a disabled item]]
*[[Running_an_OnLoad_block_on_a_disabled_item|Running an OnLoad block on a disabled item]]
[[Category:Solutions]]
 
[[Category:Modding_Practices]]
[[Category:Advanced_Modding_Techniques]]
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