Moved global class index to a global variable
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Affinity conditions fix.esp
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BIN
Affinity conditions fix.esp
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@ -1,4 +1,4 @@
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Scriptname _00E_AffinityControl extends ReferenceAlias Hidden Conditional
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Scriptname _00E_AffinityControl extends ReferenceAlias Conditional
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; ATTENTION
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; this script contains a new affinity system that requires FS. Therefore, many elements in this script are redundant, as
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@ -192,7 +192,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
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EndWhile
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UpdateMajorSchool()
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iMajorClassIndex = MajorClassIndex
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_00E_MajorClassIndex.SetValue(MajorClassIndex)
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; Update minor class/perk tree
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If MinorClassIndex > 0 && (MinorClassIndex == MajorClassIndex || PerkDistribution[MinorClassIndex] == 0)
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@ -207,7 +207,7 @@ Function UpdateClassIndices(Int[] PerkDistribution)
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Index += 1
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EndWhile
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iMinorClassIndex = MinorClassIndex
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_00E_MinorClassIndex.SetValue(MinorClassIndex)
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EndFunction
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@ -490,9 +490,6 @@ EndFunction
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; PROPERTIES
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;=====================================================================================
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int Property iMajorClassIndex Auto Conditional Hidden
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int Property iMinorClassIndex Auto Conditional Hidden
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int Property MajorClassIndex Auto Hidden
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int Property MinorClassIndex Auto Hidden
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int Property MajorSchool Auto
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@ -669,3 +666,6 @@ Int Affinity_ScourgeOfTheWildsIndex
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Int Affinity_SoulcallerIndex
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Bool BlockClassUpdates
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GlobalVariable Property _00E_MajorClassIndex Auto
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GlobalVariable Property _00E_MinorClassIndex Auto
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@ -8,32 +8,34 @@ Function ReduceMainSkills()
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String sActorValueToReduce01
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String sActorValueToReduce02
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int iClassIndex = _00E_MajorClassIndex.GetValueInt()
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If AffinityControl.iMajorClassIndex == 1
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If iClassIndex == 1
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sActorValueToReduce01 = "Block"
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sActorValueToReduce02 = "HeavyArmor"
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ElseIf AffinityControl.iMajorClassIndex == 2
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ElseIf iClassIndex == 2
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sActorValueToReduce01 = "OneHanded"
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sActorValueToReduce02 = "LightArmor"
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ElseIf AffinityControl.iMajorClassIndex == 3
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ElseIf iClassIndex == 3
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sActorValueToReduce01 = "Destruction"
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sActorValueToReduce02 = "Restoration"
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ElseIf AffinityControl.iMajorClassIndex == 4
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ElseIf iClassIndex == 4
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sActorValueToReduce01 = "Sneak"
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sActorValueToReduce02 = "OneHanded"
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ElseIf AffinityControl.iMajorClassIndex == 5
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ElseIf iClassIndex == 5
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sActorValueToReduce01 = "Conjuration"
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sActorValueToReduce02 = "Illusion"
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ElseIf AffinityControl.iMajorClassIndex == 6
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ElseIf iClassIndex == 6
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sActorValueToReduce01 = "Restoration"
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sActorValueToReduce02 = "Alteration"
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ElseIf AffinityControl.iMajorClassIndex == 7
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ElseIf iClassIndex == 7
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sActorValueToReduce01 = "TwoHanded"
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sActorValueToReduce02 = "HeavyArmor"
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ElseIf AffinityControl.iMajorClassIndex == 8
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ElseIf iClassIndex == 8
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sActorValueToReduce01 = "Marksman"
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sActorValueToReduce02 = "LightArmor"
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ElseIf AffinityControl.iMajorClassIndex == 9
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ElseIf iClassIndex == 9
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sActorValueToReduce01 = "LightArmor"
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sActorValueToReduce02 = "Alchemy"
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Else
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@ -57,10 +59,10 @@ EndFunction
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; PROPERTIES
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;=====================================================================================
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_00E_AffinityControl Property AffinityControl Auto
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Actor Property PlayerREF Auto
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GlobalVariable Property _00E_IsInJail Auto
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Message Property _00E_CrimeQuest_ReduceSkillMessage Auto
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Message Property _00E_CrimeQuest_ReduceSkillMessage Auto
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GlobalVariable Property _00E_MajorClassIndex Auto
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