Scriptname _00E_Phasmalist_ApparationAlias extends ReferenceAlias ; on Abilities/_00E_A3_PhasmalistApparation ; script that controls the apparation stats calculation and initialization. Additionally, it is responsible for the control of the apparation communication while it is summoned ; we prefer to place new actors instead of using only one actor ; due to the problem of keeping track of all apparations, ; which might create memory leaks because of persistence; ; Additionally, temporary or accidental changes do not cumulate ; and lead to problems ; balancing data float Property apparationManaRate = 1 AutoReadOnly Hidden float Property playerStatsMultiplier = 0.20 AutoReadOnly Hidden float Property playerConjSkillMultiplier = 0.10 AutoReadOnly Hidden float Property playerEnchSkillMultiplier = 0.15 AutoReadOnly Hidden float Property fArcaneFeverLevel01 = 7.00 AutoReadOnly Hidden float Property fArcaneFeverLevel02 = 6.00 AutoReadOnly Hidden float Property fArcaneFeverLevel03 = 5.00 AutoReadOnly Hidden int Property fArcaneFeverModWarrior = -1 AutoReadOnly Hidden int Property fArcaneFeverModRanger = 0 AutoReadOnly Hidden int Property fArcaneFeverModHybrid = 0 AutoReadOnly Hidden int Property fArcaneFeverModMage = 1 AutoReadOnly Hidden int Property ghostlyMageBoostDestructionPowerMod1 = 7 AutoReadOnly Hidden int Property ghostlyMageBoostDestructionPowerMod2 = 15 AutoReadOnly Hidden int Property ghostlyMageBoostDestructionPowerMod3 = 25 AutoReadOnly Hidden int Property ghostlyMageBoostMagicka1 = 15 AutoReadOnly Hidden int Property ghostlyMageBoostMagicka2 = 40 AutoReadOnly Hidden int Property ghostlyMageBoostMagicka3 = 75 AutoReadOnly Hidden int Property ghostlyRangerBoostArchery1 = 7 AutoReadOnly Hidden int Property ghostlyRangerBoostArchery2 = 17 AutoReadOnly Hidden int Property ghostlyRangerBoostArchery3 = 30 AutoReadOnly Hidden int Property ghostlyRangerBoostCritChance1 = 7 AutoReadOnly Hidden int Property ghostlyRangerBoostCritChance2 = 15 AutoReadOnly Hidden int Property ghostlyRangerBoostCritChance3 = 25 AutoReadOnly Hidden int Property ghostlyWarriorBoostMelee1 = 7 AutoReadOnly Hidden int Property ghostlyWarriorBoostMelee2 = 17 AutoReadOnly Hidden int Property ghostlyWarriorBoostMelee3 = 30 AutoReadOnly Hidden int Property ghostlyWarriorBoostArmorSkill1 = 7 AutoReadOnly Hidden int Property ghostlyWarriorBoostArmorSkill2 = 17 AutoReadOnly Hidden int Property ghostlyWarriorBoostArmorSkill3 = 30 AutoReadOnly Hidden int Property iCallApparitionKeyCode = 34 Auto Hidden Explosion Property enterWorldExplosion auto Perk Property _00E_Class_Phasmalist_P04_Talent_SummonApparation auto Perk Property _00E_Class_Phasmalist_P04_Talent_SummonApparation2 auto Perk Property _00E_Class_Phasmalist_P04_Talent_SummonApparation3 auto Static Property XMarker Auto Perk Property _00E_Class_Phasmalist_P08a auto Perk[] Property _00E_Class_Phasmalist_P05a_ABC auto ; ghostly mage {ghostly mage perks, this array should have 3 elements for all 3 perks} Perk[] Property _00E_Class_Phasmalist_P05b_ABC auto ; ghostly ranger {ghostly ranger perks, this array should have 3 elements for all 3 perks} Perk[] Property _00E_Class_Phasmalist_P05c_ABC auto ; ghostly warrior {ghostly warrior perks, this array should have 3 elements for all 3 perks} Location Property _00E_Dreamworld_Location auto Keyword Property _00E_Phasmalist_NoSummonLocation auto Message Property _00E_Phasmalist_NoSummoningMessage auto Keyword Property _00E_Phasmalist_NoSummonLocationTown auto Message Property _00E_Phasmalist_CurrentlyEquipped auto Message Property _00E_Phasmalist_NoSummoningMessageTown auto Sound Property MAGAlterationInvisibilityIn Auto Sound Property MAGAlterationInvisibilityOut Auto Perk Property _00E_Class_Phasmalist_P08b auto ; apparations can exist in towns EffectShader Property _00E_Phasmalist_ApparitionShaderFXS Auto ImageSpaceModifier Property _00E_ArkanistenfieberIMOD Auto ImageSpaceModifier Property _00E_Phasmalist_ApparitionEnterWorldIMOD Auto Sound Property _00E_FS_IncreaseArcaneFeverM Auto ;Sound Property _00E_FS_Phasmalist_EnterWorld_Male Auto ;Sound Property _00E_FS_Phasmalist_EnterWorld_Female Auto _00E_GUI_ActorHealthBar Property _ActorHealthBarShower Auto _00E_GUI_ActorHealthBar Property ActorHealthBarShower _00E_GUI_ActorHealthBar Function Get() If (_ActorHealthBarShower == None) _ActorHealthBarShower = Game.GetFormFromFile(0x01024b66, "Enderal - Forgotten Stories.esm") as _00E_GUI_ActorHealthBar EndIf return _ActorHealthBarShower EndFunction EndProperty Message Property _00E_BlitzheilungArkanistenfieber_sFeverIncreased Auto GlobalVariable Property _00E_Phasmalist_IsApparationSummoned Auto Keyword Property _00E_FS_Magic_Summon auto ; the apparation should not be able to learn certain spells Keyword Property _00E_FS_Magic_Mystical auto int currentBoostMagicka ; this is set in adjustBoost() to have the attribute set correctly in the stats calculation _00E_Phasmalist_TrinketSC equippedTrinket Actor Property PlayerREF Auto Formlist Property _00E_AllAmmos Auto ; for a description, look to the function failsaveRefillOnLoad() of this script Actor failsave_content ; functions that are called from the trinkets to keep track of the currently equipped trinket -------------------------------------------------------------------------------------------- function onTrinketEquipped(_00E_Phasmalist_TrinketSC trinket) equippedTrinket = trinket Endfunction function onTrinketUnequipped(_00E_Phasmalist_TrinketSC trinket) unsummonIfExists() If trinket == equippedTrinket equippedTrinket = None EndIf Endfunction _00E_Phasmalist_TrinketSC function getEquippedTrinket() return equippedTrinket Endfunction ; summon and unsummon ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ function playEnterWorldVisualsAndSound() ObjectReference expMarker = self.getRef().placeAtMe(XMarker) expMarker.MoveTo(self.GetRef(), 0.0, 0.0, 15) expMarker.PlaceAtMe(enterWorldExplosion) expMarker.delete() ;If self.getActorRef().getActorBase().GetSex() == 0 ;_00E_FS_Phasmalist_EnterWorld_Male.Play(Game.getPlayer()) ;Else ;_00E_FS_Phasmalist_EnterWorld_Female.Play(Game.getPlayer()) ;EndIf Endfunction function enterWorld(bool silent = false) {Initializes the content of this alias; this includes calculating stats, placing an explosion and enabling the object} failsave_content = self.getActorReference() _00E_Phasmalist_IsApparationSummoned.setValue(1) init() ; init stats before any armor buffs are applied If !silent _00E_Phasmalist_ApparitionEnterWorldIMOD.Apply() EndIf (failsave_content.GetActorBase() as _00E_Phasmalist_ApparationSC).inventoryContainer.removeAllItems(failsave_content, false, true) addSpells() failsave_content.blockActivation() failsave_content.enable() ; empty function? ;(failsave_content.getActorBase() as _00E_Phasmalist_ApparationSC).onSummon(failsave_content) If !silent playEnterWorldVisualsAndSound() EndIf SendModEvent("Phasmalist_ApparationSummon") Endfunction function unsummon(bool silent = false) {Unsummons the phasmalist apparation content of this alias; should be used instead of delete()} Actor SelfREF = self.GetActorReference() If (!silent) SelfREF.placeAtMe(enterWorldExplosion) addArcaneFever() EndIf ; empty function? ;(SelfREF.getActorBase() as _00E_Phasmalist_ApparationSC).onUnsummon(SelfREF) SelfREF.disable() SelfREF.removeAllItems((SelfREF.GetActorBase() as _00E_Phasmalist_ApparationSC).inventoryContainer, false, true) _00E_Phasmalist_IsApparationSummoned.setValue(0) _RemoveApparationHealthBar() SelfREF.delete() self.clear() failsave_content = None SendModEvent("Phasmalist_ApparationUnSummon") Endfunction function unsummonIfExists() If getRef() unsummon() EndIf Endfunction ; utility functions ---------------------------------------------------------------------------------------------------------------------------------------------------------- Function _RemoveApparationHealthBar() ActorHealthBarShower.RemoveActors(self.getActorReference()) EndFunction Function _AddApparationHealthBar() ActorHealthBarShower.AddActors(self.getActorReference()) EndFunction bool function canApparationExist(Location loc) If loc && loc.hasKeyword(_00E_Phasmalist_NoSummonLocation) return false ElseIf loc && loc.hasKeyword(_00E_Phasmalist_NoSummonLocationTown) && !PlayerREF.hasPerk(_00E_Class_Phasmalist_P08b) return false EndIf return true Endfunction function teleportToPlayer() If getRef() self.getRef().moveTo(PlayerREF) self.getRef().placeAtMe(enterWorldExplosion) EndIf Endfunction function showStatsMenu() UIExtensions.initMenu("UIStatsMenu") UIExtensions.openMenu("UIStatsMenu", self.getRef()) Endfunction ; sometimes reloading a save with a summoned apparation from a game state without one can result in the apparationAlias being cleared. ; To fix this, the script additionally keeps track of its content in a variable and refills itself onGameLoad function failsaveRefillOnLoad() If failsave_content self.forceRefTo(failsave_content) EndIf Endfunction string function getEquipmentString() string text = _00E_Phasmalist_CurrentlyEquipped.GetName() + "\n\n" Actor akSelf = self.getActorReference() Weapon EquippedWeapon = akSelf.getEquippedWeapon() If EquippedWeapon text = text + EquippedWeapon.getName() + "\n" ;weapon If EquippedWeapon.IsBow() Form[] arrows = _00E_AllAmmos.ToArray() Int i = 0 While i < arrows.Length If akSelf.GetItemCount(arrows[i]) > 0 text = text + (arrows[i].GetName() + " (" + akSelf.GetItemCount(arrows[i]) +")") + "\n" EndIf i += 1 EndWhile EndIf EndIf text = addWordFormAsStringIfWorn(akSelf, 0x00000200, text) ;shield text = addWordFormAsStringIfWorn(akSelf, 0x00001000, text) ;circlet text = addWordFormAsStringIfWorn(akSelf, 0x00000004, text) ;body text = addWordFormAsStringIfWorn(akSelf, 0x00000008, text) ;hands text = addWordFormAsStringIfWorn(akSelf, 0x00000080, text) ;feet text = addWordFormAsStringIfWorn(akSelf, 0x00000020, text) ;amulet text = addWordFormAsStringIfWorn(akSelf, 0x00000040, text) ;ring return text Endfunction ; local helper functions --------------------------------------------------------------------------------------------------------------------------------------------------------------- string function addWordFormAsStringIfWorn(Actor a, int slot, string s) global If a.getWornForm(slot) return s + a.getWornForm(slot).getName() + "\n" EndIf return s Endfunction function addArcaneFever() float healthLostPercentage = 0 If self.getActorReference().isDead() healthLostPercentage = 1 Else healthLostPercentage = 1 - self.getActorReference().GetActorValuePercentage("health") EndIf int TalentLevel = _00E_TalentLibrary.GetPlayerTalentLevel(_00E_Class_Phasmalist_P04_Talent_SummonApparation, _00E_Class_Phasmalist_P04_Talent_SummonApparation2, _00E_Class_Phasmalist_P04_Talent_SummonApparation3) float maxArcaneFeverAdd = 0 If (TalentLevel == 1) maxArcaneFeverAdd = fArcaneFeverLevel01 ElseIf (TalentLevel == 2) maxArcaneFeverAdd = fArcaneFeverLevel02 Else maxArcaneFeverAdd = fArcaneFeverLevel03 EndIf If getEquippedTrinket().type == 0 maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModWarrior ElseIf getEquippedTrinket().type == 1 maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModRanger ElseIf getEquippedTrinket().type == 2 maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModMage Else maxArcaneFeverAdd = maxArcaneFeverAdd + fArcaneFeverModHybrid EndIf float arcaneFeverAdd = (maxArcaneFeverAdd * healthLostPercentage) as float If arcaneFeverAdd > 0 PlayerREF.ModAV("LastFlattered", -arcaneFeverAdd) _00E_ArkanistenfieberIMOD.ApplyCrossFade() _00E_FS_IncreaseArcaneFeverM.Play(PlayerREF) _00E_BlitzheilungArkanistenfieber_sFeverIncreased.Show(arcaneFeverAdd, -1*PlayerREF.GetAV("LastFlattered")) EndIf Endfunction function adjustBoosts() adjustBoostPerk(_00E_Class_Phasmalist_P05a_ABC, "mage") adjustBoostPerk(_00E_Class_Phasmalist_P05b_ABC, "ranger") adjustBoostPerk(_00E_Class_Phasmalist_P05c_ABC, "warrior") Endfunction function addClassBoost(int level, string boostClass) Actor referenceActor = self.getActorReference() If boostClass == "mage" int boostDestructionPowerMod = 0 If level == 2 boostDestructionPowerMod = ghostlyMageBoostDestructionPowerMod2 currentBoostMagicka = ghostlyMageBoostMagicka2; since magicka is boosted later again, we have to save this boost and apply it later to prevent overwriting old boosts ElseIf level == 3 boostDestructionPowerMod = ghostlyMageBoostDestructionPowerMod3 currentBoostMagicka = ghostlyMageBoostMagicka3 Else boostDestructionPowerMod = ghostlyMageBoostDestructionPowerMod1 currentBoostMagicka = ghostlyMageBoostMagicka1 EndIf ;referenceActor.ForceAV("DestructionPowerMod", referenceActor.GetAV("DestructionPowerMod") + boostDestructionPowerMod) referenceActor.ModAV("DestructionPowerMod", boostDestructionPowerMod) ElseIf boostClass == "ranger" int boostArchery = 0 int boostCritChance = 0 If level == 2 boostArchery = ghostlyRangerBoostArchery2 boostCritChance = ghostlyRangerBoostCritChance2 ElseIf level == 3 boostArchery = ghostlyRangerBoostArchery3 boostCritChance = ghostlyRangerBoostCritChance3 Else boostArchery = ghostlyRangerBoostArchery1 boostCritChance = ghostlyRangerBoostCritChance1 EndIf ;referenceActor.ForceAV("Marksman", referenceActor.GetAV("Marksman") + boostArchery) referenceActor.ModAV("Marksman", boostArchery) ;referenceActor.ForceAV("CritChance", referenceActor.GetAV("CritChance") + boostCritChance) referenceActor.ModAV("CritChance", boostCritChance) ElseIf boostClass == "warrior" int boostMelee = 0 int boostArmorSkill = 0 If level == 2 boostMelee = ghostlyWarriorBoostMelee2 boostArmorSkill = ghostlyWarriorBoostArmorSkill2 ElseIf level == 3 boostMelee = ghostlyWarriorBoostMelee3 boostArmorSkill = ghostlyWarriorBoostArmorSkill3 Else boostMelee = ghostlyWarriorBoostMelee1 boostArmorSkill = ghostlyWarriorBoostArmorSkill1 EndIf ;referenceActor.ForceAV("HeavyArmor", referenceActor.GetAV("HeavyArmor") + boostArmorSkill) referenceActor.ModAV("HeavyArmor", boostArmorSkill) ;referenceActor.ForceAV("LightArmor", referenceActor.GetAV("LightArmor") + boostArmorSkill) referenceActor.ModAV("LightArmor", boostArmorSkill) ;referenceActor.ForceAV("MeleeDamage", referenceActor.GetAV("MeleeDamage") + boostMelee) referenceActor.ModAV("MeleeDamage", boostMelee) EndIf Endfunction function adjustBoostPerk(Perk[] perks, string boostClass) int i = perks.length While i > 0 i = i - 1 If PlayerREF.HasPerk(perks[i]) addClassBoost(i + 1, boostClass) return EndIf EndWhile Endfunction function init() initBehaviour() initNotPersistentStats() Actor referenceActor = self.getActorReference() ;Actor player = Game.getPlayer() float attributeRaisePercentage = playerConjSkillMultiplier * PlayerREF.getActorValue("Conjuration") + playerEnchSkillMultiplier * PlayerREF.getActorValue("Enchanting") attributeRaisePercentage = attributeRaisePercentage / 100 + 1 adjustBoosts() If (PlayerREF.hasPerk(_00E_Class_Phasmalist_P08a)) float maxAttributeValue = PlayerREF.getBaseActorValue("Health") If PlayerREF.getBaseActorValue("Magicka") > maxAttributeValue maxAttributeValue = PlayerREF.getBaseActorValue("Magicka") EndIf If PlayerREF.getBaseActorValue("Stamina") > maxAttributeValue maxAttributeValue = PlayerREF.getBaseActorValue("Stamina") EndIf referenceActor.ForceAV("Health", ((referenceActor.getBaseActorValue("Health") + maxAttributeValue * playerStatsMultiplier) * attributeRaisePercentage) as int) referenceActor.ForceAV("Magicka", ((referenceActor.getBaseActorValue("Magicka") + maxAttributeValue * playerStatsMultiplier) * attributeRaisePercentage) as int + currentBoostMagicka) referenceActor.ForceAV("Stamina", ((referenceActor.getBaseActorValue("Stamina") + maxAttributeValue * playerStatsMultiplier) * attributeRaisePercentage) as int) Else referenceActor.ForceAV("Health", ((referenceActor.getBaseActorValue("Health") + PlayerREF.getBaseActorValue("Health") * playerStatsMultiplier) * attributeRaisePercentage) as int) referenceActor.ForceAV("Magicka", ((referenceActor.getBaseActorValue("Magicka") + PlayerREF.getBaseActorValue("Magicka") * playerStatsMultiplier) * attributeRaisePercentage) as int + currentBoostMagicka) referenceActor.ForceAV("Stamina", ((referenceActor.getBaseActorValue("Stamina") + PlayerREF.getBaseActorValue("Stamina") * playerStatsMultiplier) * attributeRaisePercentage) as int) EndIf Endfunction function initBehaviour() Actor akSelf = self.getActorReference() If akSelf.GetRelationshipRank(PlayerREF) < 3 && akSelf.GetRelationshipRank(PlayerREF) >= 0 akSelf.SetRelationshipRank(PlayerREF, 3) EndIf akSelf.SetPlayerTeammate() akSelf.SetActorValue("Confidence", 4) ; the apparation should never flee akSelf.SetActorValue("Aggression", 0) ; the apparation should not initiate combat (-> stealth playstyle) akSelf.SetActorValue("Sneak", 100) akSelf.SetActorValue("Invisibility", 1) ; make the apparation undetectable when sneaking (-> stealth playstyle) akSelf.IgnoreFriendlyHits() ; make the apparation ignore friendly fire from the PC Endfunction function initNotPersistentStats() Actor akSelf = self.getActorReference() If akSelf akSelf.getActorBase().setCombatStyle(getEquippedTrinket().getUsedCombatStyle()) akSelf.setAV("HealRate", 50) akSelf.setAV("MagickaRate", apparationManaRate) ;failsafe since setav doesn't work sometimes akSelf.forceAV("HealRate", 50) akSelf.forceAV("MagickaRate", apparationManaRate) _AddApparationHealthBar() EndIf Endfunction Function ChangeTeleportKey(int iKeyCode) UnregisterForKey(iCallApparitionKeyCode) iCallApparitionKeyCode = iKeyCode RegisterForKey(iCallApparitionKeyCode) EndFunction ; events ----------------------------------------------------------------------------------------------------------------------------------------------------------- Event OnActivate(ObjectReference akActivator) UIExtensions.initMenu("UIWheelMenu") UIExtensions.SetMenuPropertyIndexBool("UIWheelMenu", "optionEnabled", 0, true) UIExtensions.SetMenuPropertyIndexBool("UIWheelMenu", "optionEnabled", 1, true) UIExtensions.SetMenuPropertyIndexBool("UIWheelMenu", "optionEnabled", 4, true) UIExtensions.SetMenuPropertyIndexBool("UIWheelMenu", "optionEnabled", 5, true) UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionText", 0, "$View_Attributes") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionLabelText", 0, "$View_Attributes") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionText", 1, "$Adapt_Combat_Style") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionLabelText", 1, "$Adapt_Combat_Style") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionText", 4, "$Currently_Equipped") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionLabelText", 4, "$Currently_Equipped") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionText", 5, "$Quit") UIExtensions.SetMenuPropertyIndexString("UIWheelMenu", "optionLabelText", 5, "$Quit") int choosenAction = UIExtensions.OpenMenu("UIWheelMenu", self.getActorReference()) If choosenAction == 0 showStatsMenu() ElseIf choosenAction == 4 Debug.MessageBox(getEquipmentString()) ElseIf choosenAction == 1 getEquippedTrinket().modifyApparation() EndIf Endevent Event OnLocationChange(Location akOldLoc, Location akNewLoc) If !canApparationExist(akNewLoc) If akNewLoc.hasKeyword(_00E_Phasmalist_NoSummonLocationTown) _00E_Phasmalist_NoSummoningMessageTown.show() Else _00E_Phasmalist_NoSummoningMessage.show() EndIf RegisterForSingleUpdate(6) EndIf If _00E_Phasmalist_ApparitionShaderFXS == None _00E_Phasmalist_ApparitionShaderFXS = Game.GetFormFromFile(0x0101ED85, "Enderal - Forgotten Stories.esm") as EffectShader EndIf Actor akSelf = self.getActorReference() If akNewLoc && akNewLoc.hasKeyword(_00E_Phasmalist_NoSummonLocationTown) && PlayerREF.HasPerk(_00E_Class_Phasmalist_P08b) If akSelf.IS3DLoaded() MAGAlterationInvisibilityIn.Play(akSelf) EndIf akSelf.SetAlpha(0.1) _00E_Phasmalist_ApparitionShaderFXS.Play(akSelf) ElseIf (!akNewLoc || !akNewLoc.hasKeyword(_00E_Phasmalist_NoSummonLocationTown)) && PlayerREF.HasPerk(_00E_Class_Phasmalist_P08b) If akSelf.IS3DLoaded() MAGAlterationInvisibilityOut.Play(akSelf) EndIf akSelf.SetAlpha(0.6) _00E_Phasmalist_ApparitionShaderFXS.Stop(akSelf) EndIf Endevent Event OnUpdate() If !canApparationExist(getRef().getCurrentLocation()) unsummonIfExists() EndIf Endevent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If akBaseItem as Armor self.getActorReference().equipItem(akBaseItem) EndIf If akBaseItem as book If (akBaseItem as book).getSpell() self.getActorReference().addSpell((akBaseItem as book).getSpell()) EndIf EndIf Endevent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) If akBaseItem as book If (akBaseItem as book).getSpell() self.getActorReference().removeSpell((akBaseItem as book).getSpell()) EndIf EndIf Endevent function addSpells() int index = self.getActorReference().getNumItems() - 1 While index >= 0 Form item = self.getActorReference().getNthForm(index) If item as book && !item.hasKeyword(_00E_FS_Magic_Summon) && !item.hasKeyword(_00E_FS_Magic_Mystical) If (item as book).getSpell() self.getActorReference().addSpell((item as book).getSpell()) EndIf EndIf index = index - 1 EndWhile Endfunction Event OnKeyDown(int iKeyCode) If iKeyCode == iCallApparitionKeyCode && Utility.IsInMenuMode() == False && UI.IsTextInputEnabled() == False && Game.IsFightingControlsEnabled() == true && UI.IsMenuOpen("Dialogue Menu") == False && PlayerREF.GetCurrentLocation() != _00E_Dreamworld_Location teleportToPlayer() EndIf EndEvent Event onDeath(Actor akKiller) unsummon() UnregisterForKey(iCallApparitionKeyCode) Endevent Event OnLoad() RegisterForKey(iCallApparitionKeyCode) EndEvent Event OnCombatStateChanged(Actor akTarget, int aeCombatState) If aeCombatState == 1 && self.getActorReference().isDead() == false _AddApparationHealthBar() endif endEvent