Difference between revisions of "ModArmorRating - Armor"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Fg109
(Created page for ModArmorRating)
 
imported>Fg109
 
(One intermediate revision by the same user not shown)
Line 4: Line 4:
'''SKSE Member of:''' [[Armor Script]]
'''SKSE Member of:''' [[Armor Script]]


Modifies the armor rating for this armor by the specified amount
Modifies the armor rating for this armor by the specified amount. (This function requires SKSE)


== Syntax ==
== Syntax ==
Line 33: Line 33:
*[[GetArmorRating - Armor]]
*[[GetArmorRating - Armor]]
*[[SetArmorRating - Armor]]
*[[SetArmorRating - Armor]]
*[[GetSlotMask - Armor]]
*[[SetSlotMask - Armor]]
*[[AddSlotToMask - Armor]]
*[[RemoveSlotFromMask - Armor]]
*[[GetMaskForSlot- Armor]]
*[[GetWornForm - Actor]]

Latest revision as of 12:54, 10 May 2012

SKSE Member of: Armor Script

Modifies the armor rating for this armor by the specified amount. (This function requires SKSE)

Syntax[edit | edit source]

Function ModArmorRating(int modBy) native
Function ModAR(int modBy)

Parameters[edit | edit source]

  • modBy: The value to add to the armor's current armor rating. If the resulting value is negative, leads to semi-random and large values for armor rating.

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Increase the armor rating of the ArmorIronCuirass by 10
(Game.GetForm(0x00012E49) as Armor).ModArmorRating(10)


; Decrease the armor rating of Bob's shield by 100
Bob.GetEquippedShield().ModAR(-100)

See Also[edit | edit source]