Difference between revisions of "SetLocalEffect"

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(Generated by Sunjammer's Dragon Age Script Paser)
 
 
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{{dafunction
 
{{dafunction
 
|name=SetLocalEffect
 
|name=SetLocalEffect
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== Description ==
 
== Description ==
 
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. -->
 
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. -->
Sets a local effect variable sVarName on the specified
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Sets a local effect variable sVarName on the specified object.
object.
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== Remarks ==
 
== Remarks ==
 
<!-- This section contains additional comments, observations and known issues. -->
 
<!-- This section contains additional comments, observations and known issues. -->
 +
All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently.
 +
 
It should be noted that effects taken from current effects on an object are just copies of those effects, not references to them.
 
It should be noted that effects taken from current effects on an object are just copies of those effects, not references to them.
 +
 +
'''NOTE!''' This type of local variable is not saved/loaded via the save system. So, if a community member or designer wants to save information like this for use later, and someone saves/loads the game, that information is lost forever. Thus, using them outside of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you use these variable types in the var_ 2DAs, it will fail gloriously.
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Don’t use this function. It will in all likelihood be removed in a future patch.
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<!-- == Examples == -->
 
<!-- == Examples == -->
 
<!-- This section contains examples transcluded from the snippet library. -->
 
<!-- This section contains examples transcluded from the snippet library. -->
 
 
== See also ==
 
== See also ==
 
<!-- This section contains links to articles, functions or constant groups. -->
 
<!-- This section contains links to articles, functions or constant groups. -->
 
[[GetLocalEffect]]
 
[[GetLocalEffect]]
 
[[Category: Variable functions]]
 
[[Category: Variable functions]]
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[[Category:Deprecated functions]]

Latest revision as of 19:54, 25 February 2010

Sets a local effect variable on an object.

void SetLocalEffect(
object oObject,
string sVarName,
effect eEffect
);
Parameters:
oObject
Object to set the variable on
sVarName
The name of the variable to set
eEffect
The value of the effect variable to set
Returns:

Nothing.

Source:

script.ldf

Description

Sets a local effect variable sVarName on the specified object.

Remarks

All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently.

It should be noted that effects taken from current effects on an object are just copies of those effects, not references to them.

NOTE! This type of local variable is not saved/loaded via the save system. So, if a community member or designer wants to save information like this for use later, and someone saves/loads the game, that information is lost forever. Thus, using them outside of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you use these variable types in the var_ 2DAs, it will fail gloriously.

Don’t use this function. It will in all likelihood be removed in a future patch.


See also

GetLocalEffect