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Removed some obsolete functions

development
Eddoursul 3 months ago
parent df2832f5d7
commit e15bec3672
  1. BIN
      Enderal - Forgotten Stories.esm
  2. BIN
      scripts/PRKF__00E_LockpickingReqPerk_030039BA.pex
  3. BIN
      scripts/PRKF__00E_SE_2_0_12_UpgradeP_030090B3.pex
  4. BIN
      scripts/_00e_combatsoundtrackscript.pex
  5. BIN
      scripts/_00e_epondeath.pex
  6. BIN
      scripts/mineoreenderal.pex
  7. BIN
      scripts/mineorefurnitureenderal.pex
  8. 6
      source/scripts/PRKF__00E_LockpickingReqPerk_030039BA.psc
  9. 16
      source/scripts/PRKF__00E_SE_2_0_12_UpgradeP_030090B3.psc
  10. 5
      source/scripts/_00e_combatsoundtrackscript.psc
  11. 4
      source/scripts/_00e_epondeath.psc
  12. 2
      source/scripts/mineoreenderal.psc
  13. 4
      source/scripts/mineorefurnitureenderal.psc

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@ -30,11 +30,11 @@ Int iLockLevel = akTargetRef.GetLockLevel()
If iLockLevel <= LOCK_LEVEL_APPRENTICE
bPlayerCanActivate = True
ElseIf iLockLevel <= LOCK_LEVEL_ADEPT
bPlayerCanActivate = (akActor.HasPerk(_00E_Class_Trickster_P04_ThiefApprentice) || akActor.GetActorValue("Lockpicking") >= 25)
bPlayerCanActivate = (akActor.GetActorValue("Lockpicking") >= 25 || akActor.HasPerk(_00E_Class_Trickster_P04_ThiefApprentice))
ElseIf iLockLevel <= LOCK_LEVEL_EXPERT
bPlayerCanActivate = (akActor.HasPerk(_00E_Class_Trickster_P06_ExpertLocksmith) || akActor.GetActorValue("Lockpicking") >= 50)
bPlayerCanActivate = (akActor.GetActorValue("Lockpicking") >= 50 || akActor.HasPerk(_00E_Class_Trickster_P06_ExpertLocksmith))
ElseIf iLockLevel <= LOCK_LEVEL_MASTER
bPlayerCanActivate = (akActor.HasPerk(_00E_Class_Trickster_P09_MasterThief) || akActor.GetActorValue("Lockpicking") >= 75)
bPlayerCanActivate = (akActor.GetActorValue("Lockpicking") >= 75 || akActor.HasPerk(_00E_Class_Trickster_P09_MasterThief))
Else
bPlayerCanActivate = True
EndIf

@ -1,16 +0,0 @@
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 3
Scriptname PRKF__00E_SE_2_0_12_UpgradeP_030090B3 Extends Perk Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akTargetRef, Actor akActor)
;BEGIN CODE
if akTargetRef.IsActivationBlocked()
akTargetRef.Activate(akActor, true)
akTargetRef.BlockActivation(False)
endif
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment

@ -1,7 +1,7 @@
Scriptname _00E_CombatSoundtrackScript extends Actor
Event OnUpdate()
Actor player = Game.GetPlayer()
Actor player = Game.GetForm(0x14) as Actor
If player.IsInCombat()
RegisterForSingleUpdate(2.0)
ElseIf Triggered
@ -17,7 +17,7 @@ Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
EndIf
If aeCombatState == 1
Actor player = Game.GetPlayer()
Actor player = Game.GetForm(0x14) as Actor
If akTarget == player
Int encounterLevel = GetLevel()
If encounterLevel >= 20 || (encounterLevel >= (PlayerLevel.GetValue() - 15)) || HasKeyword(ActorTypeBoss) ; Frage ab ob Gegnerstufe über Spielerstufe oder Boss ist, wenn ja spiele Combatmusic
@ -36,4 +36,3 @@ MusicType Property _00E_Music_Combat_Regular Auto
GlobalVariable Property PlayerLevel Auto
Keyword Property ActorTypeBoss Auto
Bool Triggered = False

@ -9,10 +9,6 @@ Event OnDeath(Actor akKiller)
RewardExp = 50
EndIf
If PlayerREF == None
PlayerREF = Game.GetPlayer()
EndIf
_00E_EPHandler.GiveEP(RewardExp)
EndIf

@ -64,7 +64,7 @@ event onCellAttach()
SetNoFavorAllowed()
If !PlayerREF ; Just in case
PlayerREF = Game.GetPlayer()
PlayerREF = Game.GetForm(0x14) as Actor
EndIf
if !getLinkedRef()

@ -23,7 +23,7 @@ Event OnLoad()
BlockActivation(true)
If !PlayerREF ; Just in case
PlayerREF = Game.GetPlayer()
PlayerREF = Game.GetForm(0x14) as Actor
EndIf
if isFurnitureInUse()
@ -34,7 +34,7 @@ endEvent
Event OnUnload()
; safety measures
If !PlayerREF ; Just in case
PlayerREF = Game.GetPlayer()
PlayerREF = Game.GetForm(0x14) as Actor
EndIf
UnregisterForEvents()

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