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Scriptname _00E_PlayerSetUpScript extends ObjectReference
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{Initializes all the necessary Quests, maintains the player, contains various OnPlayerLoadGame() failsafes. This script is important for proper updating, do not overwrite it.}
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int function _GetScriptVersion() Global
return 1
endFunction
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;=====================================================================================
; EVENTS
;=====================================================================================
Event OnInit()
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If self != (PlayerREF as ObjectReference)
return
EndIf
PlayerREF.SetActorValue("speedMult", 95)
PlayerREF.SetActorValue("Healrate", 0)
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EndEvent
Event OnPlayerLoadGame()
If self == (PlayerREF as ObjectReference) ; A check just in case. Most likely this condition is always True
Maintenance()
EndIf
EndEvent
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;=====================================================================================
; MAINTENANCE
;=====================================================================================
Function Maintenance()
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; changes to the actor value healrate will not persist in consecutive saves
; every time a save gets loaded the healrate needs to be set to 0, otherwise it will go back again to default at 0.7
; this is called before active magic effects of potions or spells are applied to the player which could also alter the value
PlayerREF.SetActorValue("Healrate", 0)
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; Workaround for broken physics on loading saves, made on a mount
If PlayerREF.IsOnMount()
PlayerREF.Dismount()
EndIf
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; Clear stuck help messages, leaking between game loads
Message.ResetHelpMessage("Clear")
(Game.GetForm(0xAC80E) as Message).ShowAsHelpMessage("Clear", 0.1, 1, 1)
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EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
Actor Property PlayerREF Auto