ProgMath2 Posted December 15, 2015 Author Share Posted December 15, 2015 (edited) PhilippePetainI don't like that idea. Instead of a solid item we get something-that-needs-patching-after-reload. And I modify more than just health. For now it's Current Health (does not clone item), Weapon Speed, Damage, Hide rings, Hide amulets and Enchantment Cost. And I plan to add biped slots switcher. So. Following your way I need to keep it all in the array, and on every load reassign half of the object parameters of every item in the list. It's ugly, it's too complex and it is definately unnecessary. And even more. If player wants to modify some common Iron Dagger, then every Iron Dagger in the game will be patched. More. If player has modified let's say 50 items, then on every reload game will modify all that damn properties instead of peacefully load that saved stuff anong with premade ones. I didn't tested it's speed, but I have enough on-load lags with Setbody end other mods. About other plugins and the parameters they modify.Every script can be crashed. If my spell will crash some forgotten mod from the dark corner of Nexus, so be it. Edited December 15, 2015 by ProgMath2 Link to comment Share on other sites More sharing options...
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