This works fine for doing stuff that works nice with having round numbers, but if I want to modify the value using math/formula, I'll need to use a script.
However, I've got no clue how to really approach this, seeing as I hear from basically any experienced scripter on these games, "NEVER MOD ACTOR VALUES IN YOUR SCRIPT!!!"
Is that really true? How can I do so *safely* so I don't mess up everyone's stats/save games? The magic effect system worked nice, because I could just remove an effect if I wanted the change gone. But I can't really do that it seems in the script, as I'm modding the value directly. So how I can mod it, while being safe and making sure I don't accidently stack a whole bunch of changes on each other, ruin another mod's work, or ruin a save game?
I ran some preliminary tests and I'm also having trouble actually getting my actor value changes to not stack up on itself.
Basically, what I'm doing is I'm modifying the base weapon speed multiplier depending on material type. I declare a variable that gets what the current value is. Then, I run some "if" conditions checking for material type. Once it gets to the correct type, it'll change the actor value of the weapon speed mult to ("MyDeclaredVariable" * 1.25), for example.
This "works", but the problem is, it stacks, even though I tell it to just set the AV to what I declared it as when the player unequips. So if I unequip and than requip a different weapon, or the same weapon, it'll get progressively faster and faster untill I can use weapons like I'm jackie chan on some serious drugs
How can I prevent this? It probably ties in with my first question too...