» Mon Nov 19, 2012 8:10 am
You can also add spells to the player that are invisible to the UI, like NewPerk1, NewPerk2, etc. You can check for these with CK Conditions or via Papyrus with HasSpell. If you need to store and processes persistent Float values, though, you're pretty much limited to Globals, unless...
I know there is a way to make a script's properties accessible to other scripts, though I've never done this myself. If you created a Quest with the player as an Alias, and attached a script to that alias that contained a bunch of public Float properties, it might be possible to use that as a storage repository for Float values. Someone who as actually done public properties would know better about that, though, I'm just speculating.
I'm not sure that would have any advantages over just using Globals, anyway, and it couldn't be used with CK Conditions.