2021-10-05 22:15:58 +00:00
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Scriptname _00E_A1_FireArrowSC extends activemagiceffect
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Import _00E_TalentLibrary
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnUpdate()
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PlayerRef.UnequipItem(_00E_A1_FireArrowAmm, GetArrowCount())
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Self.Dispel()
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EndEvent
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Event OnEffectStart(Actor akTarget, Actor akCaster)
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iIndex = GetPlayerTalentLevel(_00E_Class_Trickery_P05_Talent_Firearrow, _00E_Class_Trickery_P05_Talent_Firearrow2, _00E_Class_Trickery_P05_Talent_Firearrow3)
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AdjustArrowEnchantment()
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amOldAmmo = GetEquippedAmmo()
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akCaster.AddItem(_00E_A1_FireArrowAmm, GetArrowCount())
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akcaster.EquipItem(_00E_A1_FireArrowAmm)
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2022-08-23 23:50:58 +00:00
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AddInventoryEventFilter(_00E_A1_FireArrowAmm)
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2021-10-05 22:15:58 +00:00
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EndEvent
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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If PlayerREF.GetItemCount(_00E_A1_FireArrowAmm) > 0
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PlayerREF.UnequipItem(_00E_A1_FireArrowAmm)
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PlayerREF.RemoveItem(_00E_A1_FireArrowAmm, GetArrowCount())
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EndIf
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PlayerREF.EquipItem(amOldAmmo)
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EndEvent
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Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
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If (akAmmo == _00E_A1_FireArrowAmm)
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_00E_A1_FireArrowIgniteSound.Play(PlayerREF)
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EndIf
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counter += 1
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If(counter == GetArrowCount()) && PlayerREF.GetItemCount(_00E_A1_FireArrowAmm) == 0
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RegisterForSingleUpdate(2)
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EndIf
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EndEvent
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Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
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2022-08-23 23:50:58 +00:00
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If akItemReference && ! akDestContainer
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2021-10-05 22:15:58 +00:00
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akItemReference.Delete()
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EndIf
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EndEvent
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;=====================================================================================
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; FUNCTION
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;=====================================================================================
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Ammo Function GetEquippedAmmo()
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bool bFound
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int iFormlistIndex = _00E_A1_FirearrowAmmoFormlist.GetSize() - 1
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While iFormlistIndex >= 0 && !bFound
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Ammo amCurrentAmmoEntry = _00E_A1_FirearrowAmmoFormlist.GetAt(iFormlistIndex) as Ammo
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if PlayerREF.IsEquipped(amCurrentAmmoEntry)
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bFound = True
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Return amCurrentAmmoEntry
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Else
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iFormlistIndex -= 1
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EndIf
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EndWhile
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EndFunction
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Function AdjustArrowEnchantment()
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float iArrowFireDamage = _00E_A1_FireArrowSP.GetNthEffectMagnitude(iIndex - 1)
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_00E_A1_FireArrowEnchantment.SetNthEffectMagnitude(1, iArrowFireDamage)
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If PlayerREF.HasSpell(_00E_Affinity_AbWayfarer)
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_00E_A1_FireArrowWayfarerEnch.SetNthEffectMagnitude(0, (_00E_A1_FireArrowSP.GetNthEffectMagnitude(6)))
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EndIf
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EndFunction
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int Function GetArrowCount()
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int iArrowCount = _00E_A1_FireArrowSP.GetNthEffectMagnitude(iIndex + 2) as Int
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Return iArrowCount
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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Ammo amOldAmmo
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int iIndex
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int Counter
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Formlist Property _00E_A1_FirearrowAmmoFormlist Auto
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Enchantment Property _00E_A1_FireArrowEnchantment Auto
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Enchantment Property _00E_A1_FireArrowWayfarerEnch Auto
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Ammo Property _00E_A1_FireArrowAmm Auto
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Perk Property _00E_Class_Trickery_P05_Talent_Firearrow Auto
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Perk Property _00E_Class_Trickery_P05_Talent_Firearrow2 Auto
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Perk Property _00E_Class_Trickery_P05_Talent_Firearrow3 Auto
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Spell Property _00E_Affinity_AbWayfarer Auto
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Actor Property PlayerREF Auto
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Sound property _00E_A1_FireArrowIgniteSound Auto
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Spell Property _00E_A1_FireArrowSP Auto
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