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e94716792a
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e94716792a | |||
1e0e263547 | |||
7530eb221d |
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@ -48,6 +48,9 @@ Event OnPlayerLoadGame()
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GoToState("RealPlayer")
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endif
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RegisterForActions()
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if CooldownMagicEffect == None || CooldownMagicEffect as String == "[_00E_Game_TalentCooldownSC <None>]"
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RefreshCooldownSpell()
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endif
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endif
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else
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Debug.Trace("NO SKSE: individual shout cooldowns are disabled")
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@ -63,7 +66,7 @@ State RealPlayer
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; This OnUpdate is triggered by RegisterForUpdates in other scripts attached to the player, e.g. in _00E_EPUpdateFunctions.
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; So we must be cautious here.
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If (CooldownMagicEffect == None && _00E_Game_TalentControl_CooldownResetDesired.GetValue() != 0)
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If (CooldownMagicEffect == None && _00E_Game_TalentControl_CooldownResetDesired.GetValueInt() != 0)
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_00E_Game_TalentControl_CooldownResetDesired.SetValue(0)
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AddSpell(_00E_Game_AbTalentCooldown, False)
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EndIf
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@ -27,7 +27,7 @@ Event OnEffectStart(Actor akTarget, Actor akCaster)
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LastTimeElapsed = 0.0
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Player = Game.GetPlayer() as _00E_Game_TalentControlSC
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Player = Game.GetForm(0x14) as _00E_Game_TalentControlSC
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CurrentShout = Player.GetEquippedShout()
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@ -263,7 +263,9 @@ Function EnableMemory()
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MQ16_SC05_Tealor.MoveTo(MQ16_SC05_IllusionTealorStartMarker)
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MQ16_SC05_Irlanda.Enable(True)
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MQ16_SC05_Tealor.Enable(True)
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_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ16_SC05_Tealor)
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MQ16_SC05_Tealor.PlaceAtMe(ExplosionIllusionDark01, 1)
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_00E_Func_WaitForRef.WaitForReferenceToLoad(MQ16_SC05_Irlanda)
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MQ16_SC05_Irlanda.PlaceAtMe(ExplosionIllusionDark01, 1)
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_00E_HighOnesDisintegrate.Play(MQ16_SC05_Tealor)
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_00E_HighOnesDisintegrate.Play(MQ16_SC05_Irlanda)
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