2021-10-05 22:15:58 +00:00
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Scriptname _00E_ArmorSetScript extends ObjectReference
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnEquipped(Actor akActor)
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2021-10-05 22:22:24 +00:00
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if akActor != PlayerREF
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return
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EndIf
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2021-10-05 22:15:58 +00:00
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;this event won't be sent by SKSE / SkyUI when using he Equip Mode of SkyUI to directly equip an item from another container.
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;the same goes for the OnObjectEquipped event, hence we need the work around in OnContainerChanged
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2021-10-05 22:22:24 +00:00
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UpdateSpells()
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2021-10-05 22:15:58 +00:00
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EndEvent
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Event OnUnequipped(Actor akActor)
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if akActor != PlayerREF
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return
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EndIf
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UpdateSpells()
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2021-10-05 22:15:58 +00:00
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EndEvent
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Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
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if akNewContainer != PlayerREF
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return
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EndIf
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2021-10-05 22:22:24 +00:00
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; Take All, no need to check for equipped items
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if UI.IsMenuOpen("ContainerMenu") == False
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return
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endif
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If PlayerREF.IsEquipped(__Config_SetList)
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UpdateSpells()
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endif
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2021-10-05 22:15:58 +00:00
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EndEvent
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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2021-10-05 22:22:24 +00:00
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Function UpdateSpells()
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If Levelsystem == None
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Levelsystem = Game.GetFormFromFile(0x00010AA2, "Skyrim.esm") As _00E_Questfunctions
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EndIf
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2021-10-05 22:22:24 +00:00
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Int iIndex = __Config_SetList.GetSize()
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Int iAmountEquippedPieces = 0
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While iIndex > 0
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iIndex -= 1
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Armor aArmorPiece = __Config_SetList.GetAt(iIndex) as Armor
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If PlayerREF.IsEquipped(aArmorPiece)
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iAmountEquippedPieces += 1
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EndIf
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EndWhile
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__Config_SetGlobal.SetValueInt(iAmountEquippedPieces)
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Int iSpellIndex = iAmountEquippedPieces - 2
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Bool bSpellRemoved = false
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Bool bSpellAdded = false
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iIndex = __Config_SetBonusesList.GetSize()
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While iIndex > 0
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iIndex -= 1
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Spell BonusSpell = __Config_SetBonusesList.GetAt(iIndex) as Spell
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if iIndex > iSpellIndex
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if PlayerREF.HasSpell(BonusSpell)
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PlayerREF.RemoveSpell(BonusSpell)
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bSpellRemoved = true
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endif
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elseif PlayerREF.HasSpell(BonusSpell) == false
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PlayerREF.AddSpell(BonusSpell)
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bSpellAdded = true
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endif
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EndWhile
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if bSpellAdded
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(Levelsystem.MAGIllusionCharm as Sound).Play(PlayerREF)
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If iAmountEquippedPieces == __Config_SetBonusesList.GetSize() + 1
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Levelsystem.ArmorSetUnlockAchievement()
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EndIf
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elseif bSpellRemoved
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(Levelsystem._00E_ArmorSetScript_sSetBonusRemoved as Message).Show()
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endif
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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Bool Property __Config_5Pieces Auto
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{Does this set have five pieces? Default: False}
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_00E_Questfunctions Property Levelsystem Auto
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GlobalVariable Property __Config_SetGlobal Auto
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{The global associated with this set. Example _25E_HSet_FallenOneGlobal.}
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Formlist Property __Config_SetBonusesList Auto
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{The formlist containing the spell bonuses of the set.}
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Formlist Property __Config_SetList Auto
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{The formlist containing the set pieces.}
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Actor Property PlayerREF Auto
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