Zorkaz Posted March 4, 2021 Share Posted March 4, 2021 Since I only used DamageValue for reducing AP, I am not sure if ModValue is safe to use, in regards to recovering. Basically I want to buff the speed for some time (Exponentially per second), but the player should recover from it. Should I store the initial ActorValue in form of a float or does the player recover from it when the script/Mageffect isn't executed anymore? Link to comment Share on other sites More sharing options...
SKKmods Posted March 4, 2021 Share Posted March 4, 2021 This is an absolute vs relative consideration. Do you want to SET an absolute hard number regardless of whatever it is right now, or MODIFY whatever the base number is right now by a +/- value ? In place of ModValue +/- you could use DamageValue/RestoreValue. Link to comment Share on other sites More sharing options...
PJMail Posted March 5, 2021 Share Posted March 5, 2021 There is also considerations on base value "getbasevalue(AV)" vs current value "getvalue(AV)" as setvalue/modvalue/damagevalue apparently effect these differently.This guy wrote up about it.I honestly don't know why the game stores these 2 values, but you have to think something uses them.In my PA mod I treat base value as 'unbuffed' (by clothing etc) AV, for instance... Link to comment Share on other sites More sharing options...
Evangela Posted March 5, 2021 Share Posted March 5, 2021 ModValue allows read and writing, while Getting a value and then setting it with SetValue doesn't(the value will not change.) Link to comment Share on other sites More sharing options...
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