Reverted GetFormID() use
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@ -5,7 +5,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
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float fMagnitude = - akTarget.GetActorValue("Mood")
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float fMagnitude = - akTarget.GetActorValue("Mood")
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akTarget.SetActorValue("Mood", 0)
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akTarget.SetActorValue("Mood", 0)
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if akTarget.GetFormID() != 0x14
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if akTarget != Game.GetForm(0x14)
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return
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return
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endif
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endif
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@ -1,8 +1,8 @@
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Scriptname _00E_ArkanistenfieberWohltatSCN extends activemagiceffect
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Scriptname _00E_ArkanistenfieberWohltatSCN extends activemagiceffect
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Event OnEffectStart(actor akTarget, Actor akCaster)
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Event OnEffectStart(Actor akTarget, Actor akCaster)
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If akTarget.GetFormID() == 0x14
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If akTarget == Game.GetForm(0x14)
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akPlayer = akTarget
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akPlayer = akTarget
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fOldAV = -1*(akPlayer.GetActorValue("LastFlattered"))
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fOldAV = -1*(akPlayer.GetActorValue("LastFlattered"))
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Else
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Else
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@ -16,12 +16,12 @@ Event OnEffectFinish(Actor akTarget, Actor akCaster)
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fMagnitude = akTarget.GetActorValue(sActorValue)
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fMagnitude = akTarget.GetActorValue(sActorValue)
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endif
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endif
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akTarget.RestoreActorValue(sActorValue, fMagnitude)
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if akTarget.IsDead()
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if akTarget.IsDead()
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return
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return
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endif
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endif
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akTarget.RestoreActorValue(sActorValue, fMagnitude)
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Float fBonusDamage = fMagnitude * akCaster.GetActorValue("Illusion") / 3.0
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Float fBonusDamage = fMagnitude * akCaster.GetActorValue("Illusion") / 3.0
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If fBonusDamage < fMagnitude
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If fBonusDamage < fMagnitude
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fBonusDamage = fMagnitude
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fBonusDamage = fMagnitude
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@ -126,13 +126,11 @@ event OnGameReload()
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Utility.Wait(FadeOutDuration / 1000.0 + 1.0)
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Utility.Wait(FadeOutDuration / 1000.0 + 1.0)
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Actor PlayerRef = Game.GetForm(0x14) as Actor
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int i = _currentlyDisplayedActors.Length
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int i = _currentlyDisplayedActors.Length
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While i > 0
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While i > 0
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i -= 1
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i -= 1
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Actor akActor = _currentlyDisplayedActors[i] as Actor
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Actor akActor = _currentlyDisplayedActors[i] as Actor
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If !akActor || akActor.GetFormID() == 0 || akActor.IsDeleted() || akActor.IsDisabled()
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If ! akActor || akActor.GetFormID() == 0 || akActor.IsDeleted() || akActor.IsDisabled() || ! akActor.IsInCombat()
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_currentlyDisplayedActors[i] = None
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_currentlyDisplayedActors[i] = None
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else
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else
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AddActorRaw(akActor)
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AddActorRaw(akActor)
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