Perk Fragments

Revision as of 14:11, 9 July 2015 by imported>Plplecuyer (→‎Run Time)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


Type

Perk fragment scripts extend Perk.

Run Time

  • Activate entries:
    • Run Immediately: Fragment is run every frame conditions are met.
    • Not Run Immediately: Fragment is run when the player picks the appropriate option in the popup menu.
  • Value entries: Run whenever conditions are met.

Important Notes

Perk fragments should be avoided if at all possible. While activate entries not set to run immediately should be ok in most cases, the rest of the perk types can fire very fast without regard for Papyrus' load. This can quickly overwhelm the script system. Therefore it is highly recommended that if you must use one of these fast-firing perk fragments that you conditionalize them with something that won't be true very often (i.e. low random chance) and make the fragment as short as possible.

This also applies to the fragment event which will run for every valid fragment location on the perk when conditions pass, regardless of whether a fragment is attached or not.

Special Variables

  • akActor: This is the Actor that has the perk on him.
  • akTargetRef: The ObjectReference that the actor above has activated. (If a value perk entry, this will be empty)

See Also