Moved UnlockAchievement from Game.pex to Steam.pex
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scripts/Game.pex
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scripts/Game.pex
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@ -1,468 +0,0 @@
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Scriptname Game Hidden
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; Adds the specified achievement to the player's profile
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Function AddAchievement(int aiAchievementID) native global
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; Add the specified number of perk points to the player
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Function AddPerkPoints(int aiPerkPoints) native global
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; Advance the given skill on the player by the provided amount of skill usage
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Function AdvanceSkill(string asSkillName, float afMagnitude) native global
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; Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
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bool Function AddHavokBallAndSocketConstraint( ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX = 0.0, float afRefALocalOffsetY = 0.0, float afRefALocalOffsetZ = 0.0, float afRefBLocalOffsetX = 0.0, float afRefBLocalOffsetY = 0.0, float afRefBLocalOffsetZ = 0.0) native global
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; Removes any constraint between two rigid bodies
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bool Function RemoveHavokConstraints(ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName) native global
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; Calculates how much a x point favor would cost the player
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int Function CalculateFavorCost(int aiFavorPrice) native global
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; Clears the prison variables on the player
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Function ClearPrison() native global
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; Clears temp effects from game
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Function ClearTempEffects() native global
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; Disables the user's controls
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Function DisablePlayerControls(bool abMovement = true, bool abFighting = true, bool abCamSwitch = false, bool abLooking = false, \
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bool abSneaking = false, bool abMenu = true, bool abActivate = true, bool abJournalTabs = false, int aiDisablePOVType = 0) native global
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; Enables the user's controls
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Function EnablePlayerControls(bool abMovement = true, bool abFighting = true, bool abCamSwitch = true, bool abLooking = true, \
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bool abSneaking = true, bool abMenu = true, bool abActivate = true, bool abJournalTabs = true, int aiDisablePOVType = 0) native global
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; Enables or disables the ability to fast travel
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Function EnableFastTravel(bool abEnable = true) native global
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; Fades out the game to black, or vice versa
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Function FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration) native global
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; Fast-travels the player to the specified object's location
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Function FastTravel(ObjectReference akDestination) native global
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; Finds the closest reference of a given base object within a given radius of a location
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ObjectReference Function FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius) native global
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; Finds a random reference of a given base object within a given radius of a location
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ObjectReference Function FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius) native global
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; Finds the closest reference of any base object in the list within a given radius of a location
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ObjectReference Function FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius) native global
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; Finds a random reference of a any base object in the list within a given radius of a location
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ObjectReference Function FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius) native global
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; Finds the closest reference of a given base object within a given radius of a reference
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ObjectReference Function FindClosestReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius) global
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return FindClosestReferenceOfType(arBaseObject, arCenter.X, arCenter.Y, arCenter.Z, afRadius)
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endFunction
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; Finds a random reference of a given base object within a given radius of a reference
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ObjectReference Function FindRandomReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius) global
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return FindRandomReferenceOfType(arBaseObject, arCenter.X, arCenter.Y, arCenter.Z, afRadius)
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endFunction
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; Finds the closest reference of a given base object within a given radius of a reference
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ObjectReference Function FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius) global
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return FindClosestReferenceOfAnyTypeInList(arBaseObjects, arCenter.X, arCenter.Y, arCenter.Z, afRadius)
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endFunction
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; Finds a random reference of a given base object within a given radius of a reference
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ObjectReference Function FindRandomReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius) global
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return FindRandomReferenceOfAnyTypeInList(arBaseObjects, arCenter.X, arCenter.Y, arCenter.Z, afRadius)
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endFunction
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; Finds the closest actor within a given radius of a location
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Actor Function FindClosestActor(float afX, float afY, float afZ, float afRadius) native global
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; Finds a random actor within a given radius of a location
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Actor Function FindRandomActor(float afX, float afY, float afZ, float afRadius) native global
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; Finds the closest actor within a given radius of a reference
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Actor Function FindClosestActorFromRef(ObjectReference arCenter, float afRadius) global
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return FindClosestActor(arCenter.X, arCenter.Y, arCenter.Z, afRadius)
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endFunction
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; Finds a random actor within a given radius of a reference
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Actor Function FindRandomActorFromRef(ObjectReference arCenter, float afRadius) global
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return FindRandomActor(arCenter.X, arCenter.Y, arCenter.Z, afRadius)
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endFunction
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; Make the player got to 3rd person camera mode
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Function ForceThirdPerson() native global
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; Make the player got to 1st person camera mode
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Function ForceFirstPerson() native global
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; Show the players first person geometry.
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Function ShowFirstPersonGeometry( bool abShow = true ) native global
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; Returns the form specified by the ID
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Form Function GetForm(int aiFormID) native global
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; Returns the form specified by the ID originating in the given file
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Form Function GetFormFromFile(int aiFormID, string asFilename) native global
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; Obtains the value of a game setting - one for each type of game setting
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float Function GetGameSettingFloat(string asGameSetting) native global
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int Function GetGameSettingInt(string asGameSetting) native global
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string Function GetGameSettingString(string asGameSetting) native global
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; Returns the player actor
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Actor Function GetPlayer() native global
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; Returns the reference the player is currently grabbing
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ObjectReference Function GetPlayerGrabbedRef() native global
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; Returns the horse last ridden by the player
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Actor Function GetPlayersLastRiddenHorse() native global
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; Returns the X position of the Sun.
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float Function GetSunPositionX() native global
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; Returns the Y position of the Sun.
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float Function GetSunPositionY() native global
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; Returns the Z position of the Sun.
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float Function GetSunPositionZ() native global
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; Returns the number of days spent in play
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float Function GetRealHoursPassed() native global
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; Increment the given skill on the player by the one point
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Function IncrementSkill(string asSkillName) native global
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; Increment the given skill on the player by the given number of points
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Function IncrementSkillBy(string asSkillName, int aiCount) native global
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; Modifies the specified MiscStat by the given amount.
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Function IncrementStat(string asStatName, int aiModAmount = 1) native global
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; Are the activation controls enabled?
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bool Function IsActivateControlsEnabled() native global
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; Are the camera switch controls enabled?
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bool Function IsCamSwitchControlsEnabled() native global
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; Is fast travel controls enabled? Returns false if EnableFastTravel(false) has been called
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bool Function IsFastTravelControlsEnabled() native global
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; Is fast travel enabled?
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bool Function IsFastTravelEnabled() native global
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; Are the fighting controls enabled?
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bool Function IsFightingControlsEnabled() native global
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; Are the journal menu controls enabled?
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bool Function IsJournalControlsEnabled() native global
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; Are the looking controls enabled?
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bool Function IsLookingControlsEnabled() native global
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; Are the menu controls enabled?
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bool Function IsMenuControlsEnabled() native global
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; Are the movement controls enabled?
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bool Function IsMovementControlsEnabled() native global
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; Is the player looking at the sun?
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bool Function IsPlayerSungazing() native global
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; Are the sneaking controls enabled?
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bool Function IsSneakingControlsEnabled() native global
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; Is the specified Word of Power Unlocked?
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bool Function IsWordUnlocked(WordOfPower akWord) native global
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; Plays a bink video - does not return until bink has finished, use with care!
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Function PlayBink(string asFileName, bool abInterruptible = false, bool abMuteAudio = true, bool abMuteMusic = true, \
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bool abLetterbox = true ) native global
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; Precaches character gen data.
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Function PrecacheCharGen() native global
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; Clears Precached character gen data.
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Function PrecacheCharGenClear() native global
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; Queries the given stat and returns its value
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int Function QueryStat(string asStat) native global
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; Forces the game back to the main menu
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Function QuitToMainMenu() native global
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; Request that an auto-save be made
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Function RequestAutoSave() native global
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; Requests the specified model
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Function RequestModel(string asModelName) native global
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; Request that a normal save be made
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Function RequestSave() native global
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; Has the player serve their prison time
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Function ServeTime() native global
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; Finds an actor in high who can detect the player to call werewolf crime on the player
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Function SendWereWolfTransformation() native global
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; Called as we enter/exit beast form
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Function SetBeastForm(bool abEntering) native global
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; Sets the camera target actor
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Function SetCameraTarget(Actor arTarget) native global
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; Sets or clears "cart mode" for the HUD
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Function SetHudCartMode(bool abSetCartMode = true) native global
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; Informs the game whether we are in CharGen or not
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Function SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage) native global
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; Enables or disables the AI driven flag on Player
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Function SetPlayerAIDriven(bool abAIDriven = true) native global
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; Enables or disables crime reporting on Player
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Function SetPlayerReportCrime(bool abReportCrime = true) native global
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; Set the players sitting camera rotation - in degrees, offset from the standard angle.
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Function SetSittingRotation(float afValue) native global
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; Shakes the object from the location of the passed-in object. If none, it will shake the camera from the player's location.
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; Strength is clamped from 0 to 1
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; Duration in seconds. By default (0.0) use the game setting.
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Function ShakeCamera(ObjectReference akSource = None, float afStrength = 0.5, float afDuration = 0.0) native global
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; Shakes the controller for the specified length of time (in seconds). The strength values are clamped from 0 to 1
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Function ShakeController(float afSmallMotorStrength, float afBigMotorStreangth, float afDuration) native global
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; Displays the race/sex menu
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Function ShowRaceMenu() native global
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Function ShowLimitedRaceMenu() native global
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; Title Sequence menu functions
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Function ShowTitleSequenceMenu() native global
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Function HideTitleSequenceMenu() native global
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Function StartTitleSequence(string asSequenceName) native global
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; Allow or disallow player requests to have a flying mount land.
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Function SetAllowFlyingMountLandingRequests(bool abAllow) native global
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; Sets the Image Space Modifier that is triggered when the player gazes at the sun.
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Function SetSunGazeImageSpaceModifier(ImageSpaceModifier apImod = NONE ) native global
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; Displays the training menu based on passed in trainer actor
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Function ShowTrainingMenu(Actor aTrainer) native global
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; Teaches the specified word of power to the player
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Function TeachWord(WordOfPower akWord) native global
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; Trigger screen blood with the given count
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Function TriggerScreenBlood(int aiValue) native global
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; Unlocks the specified word of power so the player can use it
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Function UnlockWord(WordOfPower akWord) native global
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; Returns true if we're using a gamepad
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bool Function UsingGamepad() native global
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; SKSE64 additions built 2019-11-21 05:06:53.443000 UTC
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; Get/Set Perk Points
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int Function GetPerkPoints() global native
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Function SetPerkPoints(int perkPoints) global native
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Function ModPerkPoints(int perkPoints) global native
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; returns the number of active mods
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int Function GetModCount() native global
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; returns the index of the specified mod
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int Function GetModByName(string name) native global
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; returns the name of the mod at the specified modIndex
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string Function GetModName(int modIndex) native global
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; returns the author of the mod at the specified modIndex
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string Function GetModAuthor(int modIndex) native global
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; returns the description of the mod at the specified modIndex
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string Function GetModDescription(int modIndex) native global
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; gets the count of mods the specified mod depends upon
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int Function GetModDependencyCount(int modIndex) native global
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; gets the index of the nth mod dependency of the specfied mod
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; int Function GetNthModDependency(int modIndex, int n) native global
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bool Function IsPluginInstalled(string name) native global
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; light mod functions
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int Function GetLightModCount() native global
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int Function GetLightModByName(string name) native global
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string Function GetLightModName(int idx) native global
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string Function GetLightModAuthor(int idx) native global
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string Function GetLightModDescription(int idx) native global
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int Function GetLightModDependencyCount(int idx) native global
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int Function GetNthLightModDependency(int modIdx, int idx) native global
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; GameSetting functions - SKSE 1.5.10
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Function SetGameSettingFloat(string setting, float value) global native
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Function SetGameSettingInt(string setting, int value) global native
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Function SetGameSettingBool(string setting, bool value) global native
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Function SetGameSettingString(string setting, string value) global native
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; save/load game
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Function SaveGame(string name) native global
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Function LoadGame(string name) native global
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; TintMasks (AARRGGBB)
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; Returns the total number of tints for the player
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int Function GetNumTintMasks() native global
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; Returns the color of the Nth tint mask
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int Function GetNthTintMaskColor(int n) native global
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; Returns the type of the Nth tint mask
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int Function GetNthTintMaskType(int n) native global
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; Sets the color of the Nth tint mask
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Function SetNthTintMaskColor(int n, int color) native global
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; Returns the texture path of the Nth tint mask
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string Function GetNthTintMaskTexturePath(int n) native global
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; Sets the texturepath of the Nth tint mask
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Function SetNthTintMaskTexturePath(string path, int n) native global
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; Types
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; 0 - Frekles
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; 1 - Lips
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; 2 - Cheeks
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; 3 - Eyeliner
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; 4 - Upper Eyesocket
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; 5 - Lower Eyesocket
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; 6 - SkinTone
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; 7 - Warpaint
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; 8 - Frownlines
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; 9 - Lower Cheeks
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; 10 - Nose
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; 11 - Chin
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; 12 - Neck
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; 13 - Forehead
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; 14 - Dirt
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; Returns how many indexes there are for this type
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int Function GetNumTintsByType(int type) native global
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; Returns the color for the particular tintMask type and index
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int Function GetTintMaskColor(int type, int index) global native
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; Sets the tintMask color for the particular type and index
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Function SetTintMaskColor(int color, int type, int index) global native
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; Returns the texture path for the particular tintMask type and index
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string Function GetTintMaskTexturePath(int type, int index) global native
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; Sets the tintMask texture for the particular type and index
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Function SetTintMaskTexturePath(string path, int type, int index) global native
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; Updates tintMask colors without updating the entire model
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Function UpdateTintMaskColors() global native
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; Updates the players hair color immediately
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Function UpdateHairColor() global native
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; Returns the character's current camera state
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; 0 - first person
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; 1 - auto vanity
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; 2 - VATS
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; 3 - free
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; 4 - iron sights
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; 5 - furniture
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; 6 - transition
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; 7 - tweenmenu
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; 8 - third person 1
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; 9 - third person 2
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; 10 - horse
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; 11 - bleedout
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; 12 - dragon
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int Function GetCameraState() global
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return Camera.GetCameraState()
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EndFunction
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; set a misc stat value
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; use QueryStat to read the value
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Function SetMiscStat(string name, int value) global native
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; Sets the players last ridden horse, None will clear the lastRiddenHorse
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Function SetPlayersLastRiddenHorse(Actor horse) global native
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; Returns the legendary level for the skill
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; -1 indicates the particular skill cannot have a legendary level
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; DEPRECATED
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int Function GetSkillLegendaryLevel(string actorValue) global
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return ActorValueInfo.GetActorValueInfoByName(actorValue).GetSkillLegendaryLevel()
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EndFunction
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; Sets the legendary level for the skill
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; DEPRECATED
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Function SetSkillLegendaryLevel(string actorValue, int level) global
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ActorValueInfo.GetActorValueInfoByName(actorValue).SetSkillLegendaryLevel(level)
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EndFunction
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; Returns the players experience for this level (not total experience)
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float Function GetPlayerExperience() global native
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; Sets the players experience, does not trigger level-up notification
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Function SetPlayerExperience(float exp) global native
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; Calculates the experience required for to level-up
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; (fXPLevelUpBase + currentLevel * fXPLevelUpMult)
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float Function GetExperienceForLevel(int currentLevel) global native
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; Returns true if in run mode, false if in walk mode
|
||||
; Does not reflect actual movement state, only the control mode
|
||||
bool Function GetPlayerMovementMode() global native
|
||||
|
||||
; Updates the camera when changing Shoulder positions
|
||||
Function UpdateThirdPerson() global
|
||||
Camera.UpdateThirdPerson()
|
||||
EndFunction
|
||||
|
||||
; Hotkeys 0-7 reflect keys 1-8
|
||||
; Unbinds a favorited item bound to the specified hotkey
|
||||
Function UnbindObjectHotkey(int hotkey) global native
|
||||
|
||||
; Returns the base form object that is bound to the specified hotkey
|
||||
Form Function GetHotkeyBoundObject(int hotkey) global native
|
||||
|
||||
; Returns if base form is favorited by the player
|
||||
bool Function IsObjectFavorited(Form form) global native
|
||||
|
||||
; Same as GetForm, but also works for formIds >= 0x80000000
|
||||
Form Function GetFormEx(int formId) global native
|
||||
|
||||
; Returns the object reference the player is in dialogue with
|
||||
ObjectReference Function GetDialogueTarget() global native
|
||||
|
||||
; Returns the current crosshair ref
|
||||
ObjectReference Function GetCurrentCrosshairRef() global native
|
||||
|
||||
; Returns the currently selected ref in the console
|
||||
ObjectReference Function GetCurrentConsoleRef() global native
|
||||
|
||||
; Sets the player level
|
||||
Function SetPlayerLevel(int level) global native
|
||||
|
||||
; Added by Enderal - Forgotten Stories
|
||||
|
||||
; DEPRECATED
|
||||
; Initializes the Steam API for Enderal. After calling this function, Enderal is displayed as "In Game" in the
|
||||
; Steam GUI and UnlockAchievement() can be used for Enderal achievements. Best call this function on game load.
|
||||
; THIS FUNCTION IS NO LONGER NECESSARY, with the new FS.dll the registration will happen automatically when the
|
||||
; main menu is loaded the first time.
|
||||
Function SteamInit() global native
|
||||
|
||||
bool Function UnlockAchievement(string name) global
|
||||
return true
|
||||
EndFunction
|
@ -202,7 +202,7 @@ Event OnUpdateGameTime()
|
||||
RegisterForSingleUpdateGameTime(24)
|
||||
|
||||
If !bDoneAchievement && REFdepositBox.GetItemCount(Gold) >= 100000 && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_BANKACCOUNT_01")
|
||||
Steam.UnlockAchievement("END_BANKACCOUNT_01")
|
||||
bDoneAchievement = true
|
||||
EndIf
|
||||
else
|
||||
|
@ -3,7 +3,7 @@ ScriptName _00E_AltIniathAchievementSC extends ObjectReference
|
||||
Event OnTriggerEnter(ObjectReference akActionRef)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_PEAK_01")
|
||||
Steam.UnlockAchievement("END_PEAK_01")
|
||||
EndIf
|
||||
self.Disable()
|
||||
|
||||
|
@ -4,7 +4,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
|
||||
|
||||
if akTarget == Game.GetPlayer() && _00E_Ark_SpecialBread_Achievement.GetValueInt() == 0 && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
|
||||
Game.UnlockAchievement("END_BREEEAD_01")
|
||||
Steam.UnlockAchievement("END_BREEEAD_01")
|
||||
|
||||
EndIf
|
||||
|
||||
|
@ -261,7 +261,7 @@ Function CompleteAndGiveEP()
|
||||
SetObjectiveCompleted(5)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_COMPLETE_CALIA_01")
|
||||
Steam.UnlockAchievement("END_COMPLETE_CALIA_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -131,7 +131,7 @@ Function CompleteAndGiveEP()
|
||||
Utility.Wait(3)
|
||||
Levelsystem.GiveEP(__Config_iRewardEXP)
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_ROMANCE_CALIA_01")
|
||||
Steam.UnlockAchievement("END_ROMANCE_CALIA_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -157,7 +157,7 @@ Function CompleteAndGiveEP()
|
||||
Levelsystem.GiveEP(__Config_iRewardEXP)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_COMPLETE_JESPAR_01")
|
||||
Steam.UnlockAchievement("END_COMPLETE_JESPAR_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -53,7 +53,7 @@ Function GiveEPAndCleanUp()
|
||||
|
||||
Levelsystem.GiveEP(__Config_iRewardEXP)
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_ROMANCE_JESPAR_01")
|
||||
Steam.UnlockAchievement("END_ROMANCE_JESPAR_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -7,7 +7,7 @@ Event OnActivate(ObjectReference akActionRef)
|
||||
_00E_DiggersHollowSkywalkerMessage.Show()
|
||||
|
||||
If !bUnlockedAchievement && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_LUKE_SKYWALKER_01")
|
||||
Steam.UnlockAchievement("END_LUKE_SKYWALKER_01")
|
||||
bUnlockedAchievement = true
|
||||
EndIf
|
||||
EndIf
|
||||
|
@ -3,7 +3,7 @@ Scriptname _00E_DragonAchievementSC extends Actor
|
||||
Event OnDeath(Actor akKiller)
|
||||
|
||||
If _00E_AchievementsEnabled.getValueInt() == 1
|
||||
Game.UnlockAchievement("END_DRAGON_01")
|
||||
Steam.UnlockAchievement("END_DRAGON_01")
|
||||
EndIf
|
||||
|
||||
EndEvent
|
||||
|
@ -26,7 +26,7 @@ Event OnActivate(ObjectReference akActionRef)
|
||||
Levelsystem.GiveEp(RewardExp+EXPBonus)
|
||||
|
||||
If _00E_MagicalSymbolsGlobalCollected.GetValueInt() == 100 && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_FETCHQUEST_01")
|
||||
Steam.UnlockAchievement("END_FETCHQUEST_01")
|
||||
EndIf
|
||||
|
||||
endIf
|
||||
|
@ -52,7 +52,7 @@ State RealPlayer
|
||||
|
||||
If MapMarkersDiscoveredCounter >= 50 && !bMapMarkersAchievementUnlocked && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
bMapMarkersAchievementUnlocked = True
|
||||
Game.UnlockAchievement("END_LOCATIONS_01")
|
||||
Steam.UnlockAchievement("END_LOCATIONS_01")
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
@ -120,7 +120,7 @@ State RealPlayer
|
||||
|
||||
If _00E_OreVeinsMined.GetValueInt() >= 50 && !bOreAchievementUnlocked && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
bOreAchievementUnlocked = true
|
||||
Game.UnlockAchievement("END_ORE_01")
|
||||
Steam.UnlockAchievement("END_ORE_01")
|
||||
EndIf
|
||||
|
||||
delta = Game.QueryStat("Quests Completed") - QuestsCompletedCounter
|
||||
@ -128,13 +128,13 @@ State RealPlayer
|
||||
QuestsCompletedCounter += delta
|
||||
If QuestsCompletedCounter >= 50 && !bDoneQuestCompleted && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
bDoneQuestCompleted = true
|
||||
Game.UnlockAchievement("END_QUESTS_01")
|
||||
Steam.UnlockAchievement("END_QUESTS_01")
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
If _00E_RhetorikCounter.GetValueInt() >= 15 && !bRhetoricAchievementUnlocked && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
bRhetoricAchievementUnlocked = true
|
||||
Game.UnlockAchievement("END_RHETORIC_01")
|
||||
Steam.UnlockAchievement("END_RHETORIC_01")
|
||||
EndIf
|
||||
|
||||
; Arcane fever management
|
||||
@ -146,7 +146,7 @@ State RealPlayer
|
||||
_00E_Player_sArcaneFever_Death.Show()
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1 && !bDoneArcanistsFever
|
||||
bDoneArcanistsFever = true
|
||||
Game.UnlockAchievement("END_ARCANISTS_FEVER_01")
|
||||
Steam.UnlockAchievement("END_ARCANISTS_FEVER_01")
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
|
@ -149,7 +149,7 @@ Function ShatterEnemy()
|
||||
FrozenActor.SetCriticalStage(FrozenActor.CritStage_DisintegrateEnd)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1 && _00E_FrozenAchievementUnlocked.GetValueInt() == 0
|
||||
Game.UnlockAchievement("END_FROZEN_01")
|
||||
Steam.UnlockAchievement("END_FROZEN_01")
|
||||
_00E_FrozenAchievementUnlocked.SetValueInt(1)
|
||||
EndIf
|
||||
|
||||
|
@ -25,7 +25,7 @@ Function AddDreamflowerEffect()
|
||||
_00E_FS_NQ01_EventualityShiftIMOD.Apply()
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_DREAMFLOWER_01")
|
||||
Steam.UnlockAchievement("END_DREAMFLOWER_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -185,7 +185,7 @@ Function ShowCredits()
|
||||
|
||||
Debug.ToggleMenus()
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_COMPLETE_MQ18C_01")
|
||||
Steam.UnlockAchievement("END_COMPLETE_MQ18C_01")
|
||||
EndIf
|
||||
FadeToBlackHoldIMOD.Apply()
|
||||
Utility.Wait(8)
|
||||
|
@ -28,7 +28,7 @@ Event OnRead()
|
||||
UISpellLearnedM.Play(PlayerREF)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1 && _00E_MysticalSpellAchievementUnlocked.GetValueInt() == 0
|
||||
Game.UnlockAchievement("END_MYTHICAL_SPELL_01")
|
||||
Steam.UnlockAchievement("END_MYTHICAL_SPELL_01")
|
||||
_00E_MysticalSpellAchievementUnlocked.SetValueInt(1)
|
||||
EndIf
|
||||
|
||||
|
@ -25,7 +25,7 @@ Event OnActivate(ObjectReference akActionRef)
|
||||
Levelsystem.GiveEp(RewardExp+EXPBonus)
|
||||
|
||||
If _00E_FS_MysticalSymbolsGlobalCollected.GetValueInt() == 15 && _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_FETCHQUEST_02")
|
||||
Steam.UnlockAchievement("END_FETCHQUEST_02")
|
||||
EndIf
|
||||
|
||||
endIf
|
||||
|
@ -593,7 +593,7 @@ Function StartSC09()
|
||||
FS_NQ01_SC09_Qyra_02.ForceStart()
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_NAEA_01")
|
||||
Steam.UnlockAchievement("END_NAEA_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -377,7 +377,7 @@ Function EndEpilog()
|
||||
Setstage(1030)
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_ESME_01")
|
||||
Steam.UnlockAchievement("END_ESME_01")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -233,7 +233,7 @@ Function SummonManfred()
|
||||
_00E_FS_NQ07_FoodCollision004.Disable()
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_MANFRED_01")
|
||||
Steam.UnlockAchievement("END_MANFRED_01")
|
||||
EndIf
|
||||
EndFunction
|
||||
|
||||
|
@ -26,7 +26,7 @@ Function FinishUp()
|
||||
Levelsystem.GiveEP(iRewardEXP)
|
||||
Game.GetPlayer().AddItem(_00E_Phasmalist_Soul_Hidden_Tier6, 1)
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
Game.UnlockAchievement("END_APPARITION_02")
|
||||
Steam.UnlockAchievement("END_APPARITION_02")
|
||||
EndIf
|
||||
|
||||
EndFunction
|
||||
|
@ -201,9 +201,9 @@ Function FinishUp()
|
||||
|
||||
If _00E_AchievementsEnabled.GetValueInt() == 1
|
||||
If _00E_FS_NQR02_SparedQalian.GetValueInt() == 0
|
||||
Game.UnlockAchievement("END_QALIAN_01")
|
||||
Steam.UnlockAchievement("END_QALIAN_01")
|
||||
Else
|
||||
Game.UnlockAchievement("END_QALIAN_02")
|
||||
Steam.UnlockAchievement("END_QALIAN_02")
|
||||
EndIf
|
||||
EndIf
|
||||
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user