2021-10-05 22:15:58 +00:00
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Scriptname _00E_FS_Entropy_BoneSpiritMonitorSC extends activemagiceffect
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Event OnEffectStart(Actor akTarget, Actor akCaster)
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akCheckActor = akTarget
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UpdateDamage()
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fLastDamageMod = 0.0 ; Force damage updae on next UpdateDamage, just in case
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EndEvent
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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bEffectFinished = True
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; Wait for UpdateDamage to stop meddling with the magnitudes
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While bUpdatingDamage
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2021-10-05 22:59:59 +00:00
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Utility.WaitMenuMode(0.1)
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2021-10-05 22:15:58 +00:00
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EndWhile
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If fLastDamageMod != 1.0
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If spell1
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spell1.SetNthEffectMagnitude(0, fOriginalDamage1)
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EndIf
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If spell2
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spell2.SetNthEffectMagnitude(0, fOriginalDamage2)
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EndIf
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EndIf
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EndEvent
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Event OnPlayerLoadGame()
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; Force delayed update after player load game
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fLastDamageMod = 0.0
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RegisterForSingleUpdate(1.0)
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EndEvent
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Event OnUpdate()
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UpdateDamage()
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EndEvent
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Function UpdateDamage()
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If bEffectFinished
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Return
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EndIf
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bUpdatingDamage = True
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Bool bUpdateSpellDamage = False
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; Get equipped bone spirits
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Spell spellNew1 = None
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Spell spellNew2 = None
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Spell spellRight = akCheckActor.GetEquippedSpell(1) ; Right hand
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If spellRight && ((spellRight == spell1) || (spellRight == spell2) || _00E_FS_Entropy_BoneSpiritSpells.HasForm(spellRight))
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spellNew1 = spellRight
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EndIf
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Spell spellLeft = akCheckActor.GetEquippedSpell(0) ; Left hand
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If spellLeft && (spellLeft != spellRight) && ((spellLeft == spell1) || (spellLeft == spell2) || _00E_FS_Entropy_BoneSpiritSpells.HasForm(spellLeft))
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If spellNew1 == None
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spellNew1 = spellLeft
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Else
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spellNew2 = spellLeft
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EndIf
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EndIf
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; New spell1?
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If spell1 != spellNew1
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If spell1 && spell1 != spellNew2
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spell1.SetNthEffectMagnitude(0, fOriginalDamage1)
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EndIf
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spell1 = spellNew1
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If spell1
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fOriginalDamage1 = ControlQuest.GetOriginalSpellDamage(spell1)
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EndIf
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bUpdateSpellDamage = True
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EndIf
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; New spell2?
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If spell2 != spellNew2
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If spell2 && spell2 != spellNew1
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spell2.SetNthEffectMagnitude(0, fOriginalDamage2)
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EndIf
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spell2 = spellNew2
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if spell2
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fOriginalDamage2 = ControlQuest.GetOriginalSpellDamage(spell2)
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EndIf
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bUpdateSpellDamage = True
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EndIf
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; Calculate damage modifier (+13% of damage for every 10% of health lost)
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Float fDamageMod = 1.0
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Float fDamageMult = Math.Floor(10.0 - (akCheckActor.GetAVPercentage("Health") * 10.0)) as Float
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If fDamageMult > 0.0
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fDamageMod += (0.13 * fDamageMult)
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EndIf
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If fDamageMod != fLastDamageMod
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fLastDamageMod = fDamageMod
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bUpdateSpellDamage = True
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EndIf
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; Update spells' damage
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If bUpdateSpellDamage
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If spell1
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spell1.SetNthEffectMagnitude(0, fOriginalDamage1 * fDamageMod)
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EndIf
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If spell2
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spell2.SetNthEffectMagnitude(0, fOriginalDamage2 * fDamageMod)
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EndIf
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EndIf
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bUpdatingDamage = False
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If bEffectFinished == False
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RegisterForSingleUpdate(1.0)
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EndIf
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EndFunction
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Spell spell1 = None
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Spell spell2 = None
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Float fOriginalDamage1
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Float fOriginalDamage2
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Float fLastDamageMod
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Actor akCheckActor
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Bool bUpdatingDamage
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Bool bEffectFinished
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Formlist Property _00E_FS_Entropy_BoneSpiritSpells Auto
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_00E_BoneSpiritControlScript Property ControlQuest Auto
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