Removed obsolete apparition alias from _FS_Phasmalist_ControlQuest
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Remove old apparition alias.esp
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Remove old apparition alias.esp
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@ -1,358 +0,0 @@
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Scriptname _00E_Phasmalist_ApparationAlias extends ReferenceAlias
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{ OBSOLETE. Left for backward save compatibility. See _00E_Phasmalist_NewApparitionAlias. }
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; on Abilities/_00E_A3_PhasmalistApparation
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; script that controls the apparation stats calculation and initialization. Additionally, it is responsible for the control of the apparation communication while it is summoned
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; we prefer to place new actors instead of using only one actor
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; due to the problem of keeping track of all apparations,
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; which might create memory leaks because of persistence;
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; Additionally, temporary or accidental changes do not cumulate
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; and lead to problems
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; balancing data
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float Property apparationManaRate = 1 AutoReadOnly Hidden
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float Property playerStatsMultiplier = 0.20 AutoReadOnly Hidden
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float Property playerConjSkillMultiplier = 0.10 AutoReadOnly Hidden
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float Property playerEnchSkillMultiplier = 0.15 AutoReadOnly Hidden
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float Property fArcaneFeverLevel01 = 7.00 AutoReadOnly Hidden
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float Property fArcaneFeverLevel02 = 6.00 AutoReadOnly Hidden
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float Property fArcaneFeverLevel03 = 5.00 AutoReadOnly Hidden
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int Property fArcaneFeverModWarrior = -1 AutoReadOnly Hidden
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int Property fArcaneFeverModRanger = 0 AutoReadOnly Hidden
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int Property fArcaneFeverModHybrid = 0 AutoReadOnly Hidden
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int Property fArcaneFeverModMage = 1 AutoReadOnly Hidden
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int Property ghostlyMageBoostDestructionPowerMod1 = 7 AutoReadOnly Hidden
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int Property ghostlyMageBoostDestructionPowerMod2 = 15 AutoReadOnly Hidden
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int Property ghostlyMageBoostDestructionPowerMod3 = 25 AutoReadOnly Hidden
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int Property ghostlyMageBoostMagicka1 = 15 AutoReadOnly Hidden
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int Property ghostlyMageBoostMagicka2 = 40 AutoReadOnly Hidden
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int Property ghostlyMageBoostMagicka3 = 75 AutoReadOnly Hidden
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int Property ghostlyRangerBoostArchery1 = 7 AutoReadOnly Hidden
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int Property ghostlyRangerBoostArchery2 = 17 AutoReadOnly Hidden
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int Property ghostlyRangerBoostArchery3 = 30 AutoReadOnly Hidden
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int Property ghostlyRangerBoostCritChance1 = 7 AutoReadOnly Hidden
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int Property ghostlyRangerBoostCritChance2 = 15 AutoReadOnly Hidden
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int Property ghostlyRangerBoostCritChance3 = 25 AutoReadOnly Hidden
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int Property ghostlyWarriorBoostMelee1 = 7 AutoReadOnly Hidden
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int Property ghostlyWarriorBoostMelee2 = 17 AutoReadOnly Hidden
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int Property ghostlyWarriorBoostMelee3 = 30 AutoReadOnly Hidden
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int Property ghostlyWarriorBoostArmorSkill1 = 7 AutoReadOnly Hidden
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int Property ghostlyWarriorBoostArmorSkill2 = 17 AutoReadOnly Hidden
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int Property ghostlyWarriorBoostArmorSkill3 = 30 AutoReadOnly Hidden
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int Property iCallApparitionKeyCode = 34 Auto Hidden
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Explosion Property enterWorldExplosion auto
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Perk Property _00E_Class_Phasmalist_P04_Talent_SummonApparation auto
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Perk Property _00E_Class_Phasmalist_P04_Talent_SummonApparation2 auto
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Perk Property _00E_Class_Phasmalist_P04_Talent_SummonApparation3 auto
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Static Property XMarker Auto
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Perk Property _00E_Class_Phasmalist_P08a auto
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Perk[] Property _00E_Class_Phasmalist_P05a_ABC auto ; ghostly mage
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{ghostly mage perks, this array should have 3 elements for all 3 perks}
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Perk[] Property _00E_Class_Phasmalist_P05b_ABC auto ; ghostly ranger
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{ghostly ranger perks, this array should have 3 elements for all 3 perks}
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Perk[] Property _00E_Class_Phasmalist_P05c_ABC auto ; ghostly warrior
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{ghostly warrior perks, this array should have 3 elements for all 3 perks}
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Location Property _00E_Dreamworld_Location auto
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Keyword Property _00E_Phasmalist_NoSummonLocation auto
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Message Property _00E_Phasmalist_NoSummoningMessage auto
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Keyword Property _00E_Phasmalist_NoSummonLocationTown auto
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Message Property _00E_Phasmalist_CurrentlyEquipped auto
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Message Property _00E_Phasmalist_NoSummoningMessageTown auto
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Sound Property MAGAlterationInvisibilityIn Auto
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Sound Property MAGAlterationInvisibilityOut Auto
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Perk Property _00E_Class_Phasmalist_P08b auto ; apparations can exist in towns
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EffectShader Property _00E_Phasmalist_ApparitionShaderFXS Auto
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ImageSpaceModifier Property _00E_ArkanistenfieberIMOD Auto
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ImageSpaceModifier Property _00E_Phasmalist_ApparitionEnterWorldIMOD Auto
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Sound Property _00E_FS_IncreaseArcaneFeverM Auto
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;Sound Property _00E_FS_Phasmalist_EnterWorld_Male Auto
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;Sound Property _00E_FS_Phasmalist_EnterWorld_Female Auto
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Message Property _00E_BlitzheilungArkanistenfieber_sFeverIncreased Auto
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GlobalVariable Property _00E_Phasmalist_IsApparationSummoned Auto
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Keyword Property _00E_FS_Magic_Summon auto ; the apparation should not be able to learn certain spells
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Keyword Property _00E_FS_Magic_Mystical auto
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int currentBoostMagicka ; this is set in adjustBoost() to have the attribute set correctly in the stats calculation
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_00E_Phasmalist_TrinketSC equippedTrinket
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Actor Property PlayerREF Auto
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Formlist Property _00E_AllAmmos Auto
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; for a description, look to the function failsaveRefillOnLoad() of this script
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Actor failsave_content
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; functions that are called from the trinkets to keep track of the currently equipped trinket --------------------------------------------------------------------------------------------
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function onTrinketEquipped(_00E_Phasmalist_TrinketSC trinket)
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equippedTrinket = trinket
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Endfunction
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function onTrinketUnequipped(_00E_Phasmalist_TrinketSC trinket)
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unsummonIfExists()
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If trinket == equippedTrinket
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equippedTrinket = None
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EndIf
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Endfunction
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_00E_Phasmalist_TrinketSC function getEquippedTrinket()
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return equippedTrinket
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Endfunction
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; summon and unsummon ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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function unsummon(bool silent = false)
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{Unsummons the phasmalist apparation content of this alias; should be used instead of delete()}
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Actor SelfREF = self.GetActorReference()
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If (!silent)
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SelfREF.placeAtMe(enterWorldExplosion)
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addArcaneFever()
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EndIf
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; empty function?
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;(SelfREF.getActorBase() as _00E_Phasmalist_ApparationSC).onUnsummon(SelfREF)
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SelfREF.removeAllItems((SelfREF.GetActorBase() as _00E_Phasmalist_ApparationSC).inventoryContainer, false, true)
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SelfREF.disable()
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_00E_Phasmalist_IsApparationSummoned.setValue(0)
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_RemoveApparationHealthBar()
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SelfREF.delete()
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self.clear()
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failsave_content = None
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SendModEvent("Phasmalist_ApparationUnSummon")
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Endfunction
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function unsummonIfExists()
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If getRef()
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unsummon()
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EndIf
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Endfunction
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; utility functions ----------------------------------------------------------------------------------------------------------------------------------------------------------
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Function _RemoveApparationHealthBar()
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HealthBarManager.Hide(self.getActorReference())
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EndFunction
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Function _AddApparationHealthBar()
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HealthBarManager.Show(self.getActorReference())
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EndFunction
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; local helper functions ---------------------------------------------------------------------------------------------------------------------------------------------------------------
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function addArcaneFever()
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float healthLostPercentage = 0
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If self.getActorReference().isDead()
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healthLostPercentage = 1
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Else
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healthLostPercentage = 1 - self.getActorReference().GetActorValuePercentage("health")
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EndIf
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int TalentLevel = _00E_TalentLibrary.GetPlayerTalentLevel(_00E_Class_Phasmalist_P04_Talent_SummonApparation, _00E_Class_Phasmalist_P04_Talent_SummonApparation2, _00E_Class_Phasmalist_P04_Talent_SummonApparation3)
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float maxArcaneFeverAdd = 0
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If (TalentLevel == 1)
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maxArcaneFeverAdd = fArcaneFeverLevel01
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ElseIf (TalentLevel == 2)
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maxArcaneFeverAdd = fArcaneFeverLevel02
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Else
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maxArcaneFeverAdd = fArcaneFeverLevel03
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EndIf
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If getEquippedTrinket().type == 0
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maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModWarrior
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ElseIf getEquippedTrinket().type == 1
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maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModRanger
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ElseIf getEquippedTrinket().type == 2
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maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModMage
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Else
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maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModHybrid
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EndIf
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float arcaneFeverAdd = (maxArcaneFeverAdd * healthLostPercentage) as float
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If arcaneFeverAdd > 0
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PlayerREF.ModAV("LastFlattered", -arcaneFeverAdd)
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_00E_ArkanistenfieberIMOD.ApplyCrossFade()
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_00E_FS_IncreaseArcaneFeverM.Play(PlayerREF)
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_00E_BlitzheilungArkanistenfieber_sFeverIncreased.Show(arcaneFeverAdd, -1*PlayerREF.GetAV("LastFlattered"))
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EndIf
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Endfunction
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function adjustBoosts()
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adjustBoostPerk(_00E_Class_Phasmalist_P05a_ABC, "mage")
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adjustBoostPerk(_00E_Class_Phasmalist_P05b_ABC, "ranger")
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adjustBoostPerk(_00E_Class_Phasmalist_P05c_ABC, "warrior")
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Endfunction
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function addClassBoost(int level, string boostClass)
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Actor referenceActor = self.getActorReference()
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If boostClass == "mage"
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int boostDestructionPowerMod = 0
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If level == 2
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boostDestructionPowerMod = ghostlyMageBoostDestructionPowerMod2
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currentBoostMagicka = ghostlyMageBoostMagicka2; since magicka is boosted later again, we have to save this boost and apply it later to prevent overwriting old boosts
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ElseIf level == 3
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boostDestructionPowerMod = ghostlyMageBoostDestructionPowerMod3
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currentBoostMagicka = ghostlyMageBoostMagicka3
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Else
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boostDestructionPowerMod = ghostlyMageBoostDestructionPowerMod1
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currentBoostMagicka = ghostlyMageBoostMagicka1
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EndIf
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;referenceActor.ForceAV("DestructionPowerMod", referenceActor.GetAV("DestructionPowerMod") + boostDestructionPowerMod)
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referenceActor.ModAV("DestructionPowerMod", boostDestructionPowerMod)
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ElseIf boostClass == "ranger"
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int boostArchery = 0
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int boostCritChance = 0
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If level == 2
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boostArchery = ghostlyRangerBoostArchery2
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boostCritChance = ghostlyRangerBoostCritChance2
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ElseIf level == 3
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boostArchery = ghostlyRangerBoostArchery3
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boostCritChance = ghostlyRangerBoostCritChance3
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Else
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boostArchery = ghostlyRangerBoostArchery1
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boostCritChance = ghostlyRangerBoostCritChance1
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EndIf
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;referenceActor.ForceAV("Marksman", referenceActor.GetAV("Marksman") + boostArchery)
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referenceActor.ModAV("Marksman", boostArchery)
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;referenceActor.ForceAV("CritChance", referenceActor.GetAV("CritChance") + boostCritChance)
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referenceActor.ModAV("CritChance", boostCritChance)
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ElseIf boostClass == "warrior"
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int boostMelee = 0
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int boostArmorSkill = 0
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If level == 2
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boostMelee = ghostlyWarriorBoostMelee2
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boostArmorSkill = ghostlyWarriorBoostArmorSkill2
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ElseIf level == 3
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boostMelee = ghostlyWarriorBoostMelee3
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boostArmorSkill = ghostlyWarriorBoostArmorSkill3
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Else
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boostMelee = ghostlyWarriorBoostMelee1
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boostArmorSkill = ghostlyWarriorBoostArmorSkill1
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EndIf
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;referenceActor.ForceAV("HeavyArmor", referenceActor.GetAV("HeavyArmor") + boostArmorSkill)
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referenceActor.ModAV("HeavyArmor", boostArmorSkill)
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;referenceActor.ForceAV("LightArmor", referenceActor.GetAV("LightArmor") + boostArmorSkill)
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referenceActor.ModAV("LightArmor", boostArmorSkill)
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;referenceActor.ForceAV("MeleeDamage", referenceActor.GetAV("MeleeDamage") + boostMelee)
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referenceActor.ModAV("MeleeDamage", boostMelee)
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EndIf
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Endfunction
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function adjustBoostPerk(Perk[] perks, string boostClass)
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int i = perks.length
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While i > 0
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i = i - 1
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If PlayerREF.HasPerk(perks[i])
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addClassBoost(i + 1, boostClass)
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return
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EndIf
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EndWhile
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Endfunction
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function init()
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initBehaviour()
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initNotPersistentStats()
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Actor referenceActor = self.getActorReference()
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;Actor player = Game.getPlayer()
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float attributeRaisePercentage = playerConjSkillMultiplier * PlayerREF.getActorValue("Conjuration") + playerEnchSkillMultiplier * PlayerREF.getActorValue("Enchanting")
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attributeRaisePercentage = attributeRaisePercentage / 100 + 1
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adjustBoosts()
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If (PlayerREF.hasPerk(_00E_Class_Phasmalist_P08a))
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float maxAttributeValue = PlayerREF.getBaseActorValue("Health")
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If PlayerREF.getBaseActorValue("Magicka") > maxAttributeValue
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maxAttributeValue = PlayerREF.getBaseActorValue("Magicka")
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EndIf
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If PlayerREF.getBaseActorValue("Stamina") > maxAttributeValue
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maxAttributeValue = PlayerREF.getBaseActorValue("Stamina")
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EndIf
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referenceActor.ForceAV("Health", ((referenceActor.getBaseActorValue("Health") + maxAttributeValue * playerStatsMultiplier) * attributeRaisePercentage) as int)
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referenceActor.ForceAV("Magicka", ((referenceActor.getBaseActorValue("Magicka") + maxAttributeValue * playerStatsMultiplier) * attributeRaisePercentage) as int + currentBoostMagicka)
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referenceActor.ForceAV("Stamina", ((referenceActor.getBaseActorValue("Stamina") + maxAttributeValue * playerStatsMultiplier) * attributeRaisePercentage) as int)
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Else
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referenceActor.ForceAV("Health", ((referenceActor.getBaseActorValue("Health") + PlayerREF.getBaseActorValue("Health") * playerStatsMultiplier) * attributeRaisePercentage) as int)
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referenceActor.ForceAV("Magicka", ((referenceActor.getBaseActorValue("Magicka") + PlayerREF.getBaseActorValue("Magicka") * playerStatsMultiplier) * attributeRaisePercentage) as int + currentBoostMagicka)
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referenceActor.ForceAV("Stamina", ((referenceActor.getBaseActorValue("Stamina") + PlayerREF.getBaseActorValue("Stamina") * playerStatsMultiplier) * attributeRaisePercentage) as int)
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EndIf
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Endfunction
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function initBehaviour()
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Actor akSelf = self.getActorReference()
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If akSelf.GetRelationshipRank(PlayerREF) < 3 && akSelf.GetRelationshipRank(PlayerREF) >= 0
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akSelf.SetRelationshipRank(PlayerREF, 3)
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EndIf
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akSelf.SetPlayerTeammate()
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akSelf.SetActorValue("Confidence", 4) ; the apparation should never flee
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akSelf.SetActorValue("Aggression", 0) ; the apparation should not initiate combat (-> stealth playstyle)
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akSelf.SetActorValue("Sneak", 100)
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akSelf.SetActorValue("Invisibility", 1) ; make the apparation undetectable when sneaking (-> stealth playstyle)
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akSelf.IgnoreFriendlyHits() ; make the apparation ignore friendly fire from the PC
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Endfunction
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function initNotPersistentStats()
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Actor akSelf = self.getActorReference()
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If akSelf
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akSelf.getActorBase().setCombatStyle(getEquippedTrinket().getUsedCombatStyle())
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akSelf.setAV("HealRate", 50)
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akSelf.setAV("MagickaRate", apparationManaRate)
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;failsafe since setav doesn't work sometimes
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akSelf.forceAV("HealRate", 50)
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akSelf.forceAV("MagickaRate", apparationManaRate)
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_AddApparationHealthBar()
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EndIf
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Endfunction
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; events -----------------------------------------------------------------------------------------------------------------------------------------------------------
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function addSpells()
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int index = self.getActorReference().getNumItems() - 1
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While index >= 0
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Form item = self.getActorReference().getNthForm(index)
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If item as book && !item.hasKeyword(_00E_FS_Magic_Summon) && !item.hasKeyword(_00E_FS_Magic_Mystical)
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If (item as book).getSpell()
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self.getActorReference().addSpell((item as book).getSpell())
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EndIf
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EndIf
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index = index - 1
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EndWhile
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Endfunction
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@ -1,3 +0,0 @@
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Scriptname _00E_Phasmalist_ApparitionShaderSC extends ReferenceAlias
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{ OBSOLETE. Left for backward save compatibility.
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The functions of the script have been moved to the apparition ability. }
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@ -1,7 +1,6 @@
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Scriptname _FS_Phasmalist_ControlQuest extends Quest
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; the main phasmalist quest that aggregates references to the aliases who do the main work and provides a global interface for some utility functions
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_00E_Phasmalist_ApparationAlias Property apparationAlias Auto ; Old version of the apparition alias
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_00E_Phasmalist_NewApparitionAlias Property NewApparitionAlias Auto
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_00E_Phasmalist_DespectralizeCont Property despectralizeContainerAlias Auto
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_00E_Phasmalist_ApparationInventory Property spectralizeContainer Auto
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@ -29,7 +28,7 @@ Actor Property PlayerREF Auto
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Bool bCreatedFirstTrinket = false
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Int iScriptVersion = 0
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Int Property CURRENT_SCRIPT_VERSION = 2 AutoReadOnly
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Int Property CURRENT_SCRIPT_VERSION = 3 AutoReadOnly
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;=====================================================================================
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@ -60,41 +59,18 @@ EndEvent
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; called on loadgame by _00E_Phasmalist_LoadGameFailsave, attached to an alias of quest abilities
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Function LoadGameFailsave()
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Bool bDoApparitionOnLoadGame = True
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; Version update
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If iScriptVersion < CURRENT_SCRIPT_VERSION
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If iScriptVersion < 1
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apparationAlias.UnregisterForAllKeys()
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EquippedTrinket = apparationAlias.getEquippedTrinket()
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iTeleportApparitionKeyCode = apparationAlias.iCallApparitionKeyCode
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PlayerAlias.ForceRefTo(PlayerREF)
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If apparationAlias.GetRef() != None
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apparationAlias.unsummon(True)
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If IsBadApparitionLocation(PlayerREF.GetCurrentLocation()) == False
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SummonApparition(PlayerREF, False, True)
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EndIf
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EndIf
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apparationAlias.onTrinketEquipped(None)
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_00E_Phasmalist_TankMode.SetValue(0)
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RegisterTeleportKey()
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((self as Quest) as _FS_Phasmalist_AffinityControlQuest).OnGameLoad() ; Obsolete, not needed anymore, so shut it down
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bDoApparitionOnLoadGame = False
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Else
|
||||
If iScriptVersion < 2 && PlayerREF.HasPerk(_00E_Class_Phasmalist_P05_C_Violence_01) && IsApparitionSpawned()
|
||||
SummonApparition(PlayerREF, False, True)
|
||||
bDoApparitionOnLoadGame = False
|
||||
EndIf
|
||||
If iScriptVersion < 3
|
||||
; Update placeholder
|
||||
EndIf
|
||||
|
||||
iScriptVersion = CURRENT_SCRIPT_VERSION
|
||||
EndIf
|
||||
|
||||
If bDoApparitionOnLoadGame
|
||||
NewApparitionAlias.OnLoadGame()
|
||||
EndIf
|
||||
NewApparitionAlias.OnLoadGame()
|
||||
|
||||
If FS_NQ08.getStage() == 7
|
||||
If FS_NQ08.GetCurrentStageId() == 7
|
||||
RegisterForModEvent("Phasmalist_Learn_Soulsmith1", "OnUnlockSoulsmithNovice")
|
||||
EndIf
|
||||
EndFunction
|
||||
|
@ -7,11 +7,6 @@ Scriptname QF__FS_Phasmalist_ControlQue_0101EC71 Extends Quest Hidden
|
||||
ReferenceAlias Property Alias_A3_Phasmalist_SpectralizeContainer Auto
|
||||
;END ALIAS PROPERTY
|
||||
|
||||
;BEGIN ALIAS PROPERTY A3_Phasmalist_ApparationAlias
|
||||
;ALIAS PROPERTY TYPE ReferenceAlias
|
||||
ReferenceAlias Property Alias_A3_Phasmalist_ApparationAlias Auto
|
||||
;END ALIAS PROPERTY
|
||||
|
||||
;BEGIN ALIAS PROPERTY A3_Phasmalist_DespectralizeContainer
|
||||
;ALIAS PROPERTY TYPE ReferenceAlias
|
||||
ReferenceAlias Property Alias_A3_Phasmalist_DespectralizeContainer Auto
|
||||
|
Loading…
Reference in New Issue
Block a user