» Mon Mar 01, 2010 9:28 am
The problem however is with the rings themselves. Scripted items have their scripts stored within the save game even after the item is removed, so if this process happens more than once, having scripts on any inventory items which are created (as opposed to only one reference of each being moved between containers) can create some degree of savegame bloating.
Other ways you can do this would be with an ability script for each of the effects, being added randomly with scripting, or using part of the quest script to detect which ring the NPC has (getitemcount), and performing all of the gamemode functions directly. Or a combination of both (leveled list adds item, quest script checks which item was added, quest script adds an ability script to the actor, ability script performs related functions).