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The dismantle perk message uses standard activate entrypoint instead of scripted message

master
Eddoursul 2 years ago
parent 33bf342ec0
commit ba2f87de52
  1. BIN
      Dismatle perk adds activate options.esp
  2. BIN
      scripts/PRKF__00E_SE_DismantlePerk_03009D21.pex
  3. 38
      source/scripts/PRKF__00E_SE_DismantlePerk_03009D21.psc

@ -1,24 +1,32 @@
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 8
;NEXT FRAGMENT INDEX 12
Scriptname PRKF__00E_SE_DismantlePerk_03009D21 Extends Perk Hidden
;BEGIN FRAGMENT Fragment_9
Function Fragment_9(ObjectReference akTargetRef, Actor akActor)
;BEGIN CODE
;
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akTargetRef, Actor akActor)
;BEGIN CODE
int iButton = _00E_Smelting_DismantlingMSG.Show()
If iButton == 0 ; if the player wants to process ore into ingots
if ! akTargetRef.IsFurnitureInUse()
akTargetRef.SendModEvent("Enderal_StartCrafting")
endif
akTargetRef.Activate(akActor, true)
ElseIf iButton == 1 ; if the player wants to dismantle items back into crafting components, disable player controls
Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
_00E_Dismantling_SmelterREF.SendModEvent("Enderal_StartDismantling")
_00E_Dismantling_SmelterREF.Activate(akActor)
Else
return
EndIf
if ! akTargetRef.IsFurnitureInUse()
akTargetRef.SendModEvent("Enderal_StartCrafting")
endif
akTargetRef.Activate(akActor, true)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_8
Function Fragment_8(ObjectReference akTargetRef, Actor akActor)
;BEGIN CODE
Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
_00E_Dismantling_SmelterREF.SendModEvent("Enderal_StartDismantling")
_00E_Dismantling_SmelterREF.Activate(akActor)
;END CODE
EndFunction
;END FRAGMENT

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