Scriptname _00E_Game_SkillmenuSC extends ReferenceAlias ; ; ATTENTION ; this script contains a new affinity system that requires FS. Therefore, many elements in this script are redundant, as ; one version is required for the new system and one is required so that the old system can be used when FS is not ; available. If possible, the properties and functions are labeled with NEW or OLD in comments ; ; Import Math Import ActorValueInfo Import _00E_QuestFunctions ; This script handles the custom character menu ;===================================================================================== ; EVENTS ;===================================================================================== Event OnInit() FixedBugs1_2 = True iCurrentAffinityIndex = -1 InitAffinitySystem() InitializeActorValueInfos() UpdateKeyRegistration() RegisterForMenu("Journal Menu") EndEvent Event OnUpdate() UpdateKeyRegistration() EndEvent Event OnKeyDown(Int KeyCode) If KeyCode == iHeroMenuKeycode || (MenuOpen && (KeyCode == iExitHeroMenuKeycode1 || KeyCode == iExitHeroMenuKeycode2)) If !MenuOpen If Utility.IsInMenuMode() == False && UI.IsTextInputEnabled() == False && bReadyToOpen && PlayerREF.GetCurrentLocation() != _00E_Dreamworld_Location bReadyToOpen = False bReadyToOpen = False InitializeActorValueInfos() OpenSkillmenu() Utility.Wait(0.5) bReadyToOpen = True EndIf Else ; MenuOpen CloseSkillmenu() EndIf ElseIf KeyCode == iMeditateKeycode Spell meditateSpell = _00E_Class_Meditate.GetNthSpell(0) If PlayerREF.HasSpell(_00E_Class_Meditate) && Utility.IsInMenuMode() == False && UI.IsTextInputEnabled() == False && PlayerRef.IsOnMount() == False && Game.IsLookingControlsEnabled() == true && UI.IsMenuOpen("Dialogue Menu") == False && PlayerREF.GetCurrentLocation() != _00E_Dreamworld_Location meditateSpell.Cast(PlayerREF, PlayerREF) EndIf EndIf EndEvent Event OnMenuClose(String MenuName) If MenuName == ("Journal Menu") UpdateKeyRegistration() EndIf EndEvent Event OnLocationChange(Location akOldLoc, Location akNewLoc) ; Gavrant: ; I don't know the purpose of re-registering keys on location change, but someone added this to _00E_Game_TalentControlSC in the first place. UpdateKeyRegistration() EndEvent ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function _UpdateExitHeroMenuKeyRegistration(Int iExitKeycode) If iExitKeycode != iHeroMenuKeycode && iExitKeycode != iMeditateKeycode If MenuOpen RegisterForKey(iExitKeycode) Else UnregisterForKey(iExitKeycode) EndIf EndIf EndFunction Function UpdateKeyRegistration() RegisterForKey(iHeroMenuKeycode) RegisterForKey(iMeditateKeycode) bMeditateKeyRegistered = True _UpdateExitHeroMenuKeyRegistration(iExitHeroMenuKeycode1) _UpdateExitHeroMenuKeyRegistration(iExitHeroMenuKeycode2) EndFunction Function SetHeroMenuKey(int iNewKeyCode) UnregisterForKey(iHeroMenuKeycode) iHeroMenuKeycode = iNewKeyCode UpdateKeyRegistration() EndFunction Function SetMeditateKey(int iNewMeditateKeycode) UnregisterForKey(iMeditateKeycode) iMeditateKeycode = iNewMeditateKeycode UpdateKeyRegistration() EndFunction Function InitializeActorValueInfos() AiHealth = GetActorValueInfoByID(24) AiStamina = GetActorValueInfoByID(26) AiMagicka = GetActorValueInfoByID(25) AiRanged = GetActorValueInfoByID(8) AiLightArmor = GetActorValueInfoByID(12) AiPsionics = GetActorValueInfoByID(21) ; Vanilla - Illusion AiElementarism = GetActorValueInfoByID(20); Vanilla - Destruction AiManipulation = GetActorValueInfoByID(18); Vanilla - Alteration AiOneHanded = GetActorValueInfoByID(6) ; Vanilla - OneHanded AiTwoHanded = GetActorValueInfoByID(7) ; Vanilla - TwoHanded AiParry = GetActorValueInfoByID(9) ; Vanilla - Block AiLightMagic = GetActorValueInfoByID(22) ; Vanilla - Restoration AiEntrophy = GetActorValueInfoByID(19) ; Vanilla - Conjuration AiHeavyArmor = GetActorValueInfoByID(11) ; Vanilla - HeavyArmor AiSneak = GetActorValueInfoByID(15) ; Vanilla - Sneak AiAlchemy = GetActorValueInfoByID(16) ; Vanilla - Alchemy AiPickpocket = GetActorValueInfoByID(13) ; Vanilla - Pickpocket AiEnchanting = GetActorValueInfoByID(23) ; Vanilla - Enchanting AiLockpicking = GetActorValueInfoByID(14) ; Vanilla - Lockpicking AiSmithing = GetActorValueInfoByID(10) ; Vanilla - Smithing AiSpeechcraft = GetActorValueInfoByID(17) ; Vanilla - Speechcraft EndFunction Function OpenSkillmenu() If PlayerREF.GetCurrentLocation() != _00E_Dreamworld_Location MenuOpen = True UpdateKeyRegistration() ; if !Game.IsMovementControlsEnabled() ; bControlsHaveBeenDisabled = True ; EndIf _00E_Game_MenuIMOD.Apply() UI.OpenCustomMenu("00E_heromenu") UI.InvokeStringA("CustomMenu", "_root.heromenu_mc.SetStringValues", GetStrings()) UI.InvokeFloatA("CustomMenu", "_root.heromenu_mc.SetIntValues", GetFloats()) UI.InvokeFloatA("CustomMenu", "_root.heromenu_mc.SetModifier", GetMods()) RegisterForSingleUpdate(8) EndIf EndFunction Function CloseSkillmenu() UI.CloseCustomMenu() ; If !bControlsHaveBeenDisabled ; Game.EnablePlayerControls() ; EndIf ; bControlsHaveBeenDisabled = False _00E_Game_MenuIMOD.Remove() MenuOpen = False UpdateKeyRegistration() RegisterForSingleUpdate(15) EndFunction Float[] Function GetFloats() Float[] SkillmenuFloats = New Float[33] ; float fNeededEXP = ((pow((PlayerLevel.GetValueInt() + 1), EXPMultSlope.GetValue()) * EXPMult.GetValue()) - (pow(PlayerLevel.GetValueInt(), EXPMultSlope.GetValue()) * EXPMult.GetValue())) int iPlayerLevel = PlayerLevel.GetValueInt() float fEXPMultSlope = EXPMultSlope.GetValue() float fEXPMult = EXPMult.GetValue() float fEXPNeededForCurrentLevel = PlayerREF.ComputeNeededExp(iPlayerLevel - 1, fEXPMultSlope, fEXPMult) float fEXPNeededForNextLevel = PlayerREF.ComputeNeededExp(iPlayerLevel, fEXPMultSlope, fEXPMult) int iPlayerExp = PlayerExp.GetValueInt() SkillmenuFloats[0] = (AiHealth.GetBaseValue(PlayerREF)) as Int SkillmenuFloats[1] = AiHealth.GetCurrentValue(PlayerREF) as Int SkillmenuFloats[2] = aiMagicka.GetBaseValue(PlayerREF) as Int SkillmenuFloats[3] = aiMagicka.GetCurrentValue(PlayerREF) as Int SkillmenuFloats[4] = aiStamina.GetBaseValue(PlayerREF) as Int SkillmenuFloats[5] = aiStamina.GetCurrentValue(PlayerREF) as Int SkillmenuFloats[6] = (-1*(PlayerREF.GetAV("LastFlattered"))) as Int SkillmenuFloats[7] = fEXPNeededForNextLevel ; (pow(PlayerLevel.GetValueInt(), EXPMultSlope.GetValue()) * (EXPMult.GetValue()*fEXPAcceleration)) ;SkillmenuFloats[7] = ((pow((PlayerLevel.GetValueInt()), EXPMultSlope.GetValue()) * EXPMult.GetValue()) - (pow(PlayerLevel.GetValueInt() - 1, EXPMultSlope.GetValue()) * EXPMult.GetValue())) as Float SkillmenuFloats[8] = iPlayerExp SkillmenuFloats[9] = iPlayerLevel SkillmenuFloats[10] = Lernpunkte.GetValueInt() SkillmenuFloats[11] = Handwerkspunkte.GetValueInt() SkillmenuFloats[12] = TalentPoints.GetValueInt() SkillmenuFloats[13] = aiPsionics.GetBaseValue(PlayerREF) as Int SkillmenuFloats[14] = aiElementarism.GetBaseValue(PlayerREF) as Int SkillmenuFloats[15] = aiManipulation.GetBaseValue(PlayerREF) as Int SkillmenuFloats[16] = aiOneHanded.GetBaseValue(PlayerREF) as Int SkillmenuFloats[17] = aiParry.GetBaseValue(PlayerREF) as Int SkillmenuFloats[18] = aiRanged.GetBaseValue(PlayerREF) as Int SkillmenuFloats[19] = aiEntrophy.GetBaseValue(PlayerREF) as Int SkillmenuFloats[20] = aiLightMagic.GetBaseValue(PlayerREF) as Int SkillmenuFloats[21] = aiTwoHanded.GetBaseValue(PlayerREF) as Int SkillmenuFloats[22] = aiLightArmor.GetBaseValue(PlayerREF) as Int SkillmenuFloats[23] = aiHeavyArmor.GetBaseValue(PlayerREF) as Int SkillmenuFloats[24] = aiSneak.GetBaseValue(PlayerREF) as Int SkillmenuFloats[25] = aiAlchemy.GetBaseValue(PlayerREF) as Int SkillmenuFloats[26] = aiPickpocket.GetBaseValue(PlayerREF) as Int SkillmenuFloats[27] = aiLockpicking.GetBaseValue(PlayerREF) as Int SkillmenuFloats[28] = aiEnchanting.GetBaseValue(PlayerREF) as Int SkillmenuFloats[29] = aiSmithing.GetBaseValue(PlayerREF) as Int SkillmenuFloats[30] = aiSpeechcraft.GetBaseValue(PlayerREF) as Int ; 31 Ist der Füllstand des Balkens (Beginnend bei 0) ; 32 ist der Maximalwert des Balkens (Für gefüllten Balken) SkillmenuFloats[31] = iPlayerExp - fEXPNeededForCurrentLevel SkillmenuFloats[32] = fEXPNeededForNextLevel - fEXPNeededForCurrentLevel ; if PlayerExp.GetValueInt() == 1 ; SkillmenuFloats[31] = PlayerExp.GetValueInt() ; SkillmenuFloats[32] = (pow(1, EXPMultSlope.GetValue()) * EXPMult.GetValue()) ; Else ; SkillmenuFloats[31] = (PlayerExp.GetValueInt()-(pow((PlayerLevel.GetValueInt() - 1), EXPMultSlope.GetValue()) * EXPMult.GetValue())) ; SkillmenuFloats[32] = (pow(PlayerLevel.GetValueInt(), EXPMultSlope.GetValue()) * EXPMult.GetValue()) - (pow((PlayerLevel.GetValueInt() - 1), EXPMultSlope.GetValue()) * EXPMult.GetValue()) ; EndIf Return SkillmenuFloats EndFunction Float[] Function GetMods() ; Gets all modifiers applied to stats and skills Float[] SkillmenuMods = New Float[21] SkillmenuMods[0] = ((aiHealth.GetMaximumValue(PlayerREF) as Int) - (aiHealth.GetBaseValue(PlayerREF) as Int)) SkillmenuMods[1] = ((aiMagicka.GetMaximumValue(PlayerREF) as Int) - aiMagicka.GetBaseValue(PlayerREF) as Int) SkillmenuMods[2] = ((aiStamina.GetMaximumValue(PlayerREF) as Int) - aiStamina.GetBaseValue(PlayerREF) as Int) SkillmenuMods[3] = ((aiPsionics.GetCurrentValue(PlayerREF) as Int) - aiPsionics.GetBaseValue(PlayerREF) as Int) SkillmenuMods[4] = ((aiElementarism.GetCurrentValue(PlayerREF) as Int) - aiElementarism.GetBaseValue(PlayerREF) as Int) SkillmenuMods[5] = ((aiManipulation.GetCurrentValue(PlayerREF) as Int) - aiManipulation.GetBaseValue(PlayerREF) as Int) SkillmenuMods[6] = ((aiOneHanded.GetCurrentValue(PlayerREF) as Int) - aiOneHanded.GetBaseValue(PlayerREF) as Int) SkillmenuMods[7] = ((aiParry.GetCurrentValue(PlayerREF) as Int) - aiParry.GetBaseValue(PlayerREF) as Int) SkillmenuMods[8] = ((aiRanged.GetCurrentValue(PlayerREF) as Int) - aiRanged.GetBaseValue(PlayerREF) as Int) SkillmenuMods[9] = ((aiEntrophy.GetCurrentValue(PlayerREF) as Int) - aiEntrophy.GetBaseValue(PlayerREF) as Int) SkillmenuMods[10] = ((aiLightMagic.GetCurrentValue(PlayerREF) as Int) - aiLightMagic.GetBaseValue(PlayerREF) as Int) SkillmenuMods[11] = ((aiTwoHanded.GetCurrentValue(PlayerREF) as Int) - aiTwoHanded.GetBaseValue(PlayerREF) as Int) SkillmenuMods[12] = ((aiLightArmor.GetCurrentValue(PlayerREF) as Int) - aiLightArmor.GetBaseValue(PlayerREF) as Int) SkillmenuMods[13] = ((aiHeavyArmor.GetCurrentValue(PlayerREF) as Int) - aiHeavyArmor.GetBaseValue(PlayerREF) as Int) SkillmenuMods[14] = ((aiSneak.GetCurrentValue(PlayerREF) as Int) - aiSneak.GetBaseValue(PlayerREF) as Int) SkillmenuMods[15] = ((aiAlchemy.GetCurrentValue(PlayerREF) as Int) - aiAlchemy.GetBaseValue(PlayerREF) as Int) SkillmenuMods[16] = ((aiPickpocket.GetCurrentValue(PlayerREF) as Int) - aiPickpocket.GetBaseValue(PlayerREF) as Int) SkillmenuMods[17] = ((aiLockpicking.GetCurrentValue(PlayerREF) as Int) - aiLockpicking.GetBaseValue(PlayerREF) as Int) SkillmenuMods[18] = ((aiEnchanting.GetCurrentValue(PlayerREF) as Int) - aiEnchanting.GetBaseValue(PlayerREF) as Int) SkillmenuMods[19] = ((aiSmithing.GetCurrentValue(PlayerREF) as Int) - aiSmithing.GetBaseValue(PlayerREF) as Int) SkillmenuMods[20] = ((aiSpeechcraft.GetCurrentValue(PlayerREF) as Int) - aiSpeechcraft.GetBaseValue(PlayerREF) as Int) Return SkillmenuMods EndFunction String[] Function GetStrings() String[] SkillmenuStrings = new string[2] SkillmenuStrings[0] = Player.GetName() SkillmenuStrings[1] = GetPlayerClassName() Return SkillmenuStrings EndFunction Int Function RegisterPerkTree(int index, FormList perkTree, Message affinityName_Male, Message affinityName_Female) PerkTree_Trees[index] = perkTree PerkTree_AffinityNames_Male[index] = affinityName_Male PerkTree_AffinityNames_Female[index] = affinityName_Female Return index EndFunction Int Function RegisterAffinity(int index, Spell affSpell, Message name_Male, Message name_Female) Affinity_Spells[index] = affSpell Affinity_Names_Male[index] = name_Male Affinity_Names_Female[index] = name_Female Return Index EndFunction Function InitAffinitySystem() BlockClassUpdates = True Bool isFS = (_00E_FS_IsForgottenStoriesActivated.GetValueInt() == 1) ; Perk trees PerkTree_Trees = New FormList[12] PerkTree_AffinityNames_Male = New Message[12] PerkTree_AffinityNames_Female = New Message[12] ; "no class" for GetPlayerClassName RegisterPerkTree( 0, None, _00E_Game_NoClassName, _00E_Game_NoClassName_Female) PerkTree_BastionIndex = RegisterPerkTree( 1, BastionPerks, _00E_Game_BastionName, _00E_Game_BastionName_Female) PerkTree_DerwishIndex = RegisterPerkTree( 2, DerwishPerks, _00E_Game_DerwishName, _00E_Game_DerwishName_Female) PerkTree_ElementalismIndex = RegisterPerkTree( 3, ElementalismPerks, _00E_Game_ElementalismName, _00E_Game_ElementalismName_Female) PerkTree_EspionageIndex = RegisterPerkTree( 4, EspionagePerks, _00E_Game_EspionageName, _00E_Game_EspionageName_Female) PerkTree_LifeAndDeathIndex = RegisterPerkTree( 5, LifeAndDeathPerks, _00E_Game_LifeAndDeathName, _00E_Game_LifeAndDeathName_Female) PerkTree_ManipulationIndex = RegisterPerkTree( 6, ManipulationPerks, _00E_Game_ManipulationName, _00E_Game_ManipulationName_Female) PerkTree_RageIndex = RegisterPerkTree( 7, RagePerks, _00E_Game_RageName, _00E_Game_RageName_Female) PerkTree_TrickeryIndex = RegisterPerkTree( 8, TrickeryPerks, _00E_Game_TrickeryName, _00E_Game_TrickeryName_Female) PerkTree_VagabondIndex = RegisterPerkTree( 9, VagabondPerks, _00E_Game_VagabondName, _00E_Game_VagabondName_Female) If isFS PerkTree_PhasmalistIndex = RegisterPerkTree(10, FS_PhasmalistPerks, _00E_FS_Game_PhasmalistName, _00E_FS_Game_PhasmalistName_Female) PerkTree_TheriantrophistIndex = RegisterPerkTree(11, FS_TheriantrophistPerks, _00E_FS_Game_TheriantrophistName, _00E_FS_Game_TheriantrophistName_Female) Else PerkTree_PhasmalistIndex = 10 PerkTree_TheriantrophistIndex = 11 EndIf ; Affinities Affinity_Spells = New Spell[21] Affinity_Names_Male = New Message[21] Affinity_Names_Female = New Message[21] Affinity_BattlemageIndex = RegisterAffinity( 0, _00E_Affinity_AbBattlemage, _00E_Game_Affinity_BattlemageName, _00E_Game_Affinity_BattlemageName_Female) Affinity_ClericIndex = RegisterAffinity( 1, _00E_Affinity_AbCleric, _00E_Game_Affinity_ClericName, _00E_Game_Affinity_ClericName_Female) Affinity_AssasinIndex = RegisterAffinity( 2, _00E_Affinity_AbAssassin, _00E_Game_Affinity_AssassinName, _00E_Game_Affinity_AssassinName_Female) Affinity_WayfarerIndex = RegisterAffinity( 3, _00E_Affinity_AbWayfarer, _00E_Game_Affinity_WayfarerName, _00E_Game_Affinity_WayfarerName_Female) Affinity_BlackMageIndex = RegisterAffinity( 4, _00E_Affinity_AbBlackMage, _00E_Game_Affinity_BlackMageName, _00E_Game_Affinity_BlackMageName_Female) Affinity_DarkKeeperIndex = RegisterAffinity( 5, _00E_Affinity_AbDarkKeeper, _00E_Game_Affinity_DarkKeeperName, _00E_Game_Affinity_DarkKeeperName_Female) Affinity_FencerIndex = RegisterAffinity( 6, _00E_Affinity_AbFencer, _00E_Game_Affinity_BlademasterName, _00E_Game_Affinity_BlademasterName_Female) Affinity_BladebreakerIndex = RegisterAffinity( 7, _00E_Affinity_AbBladebreaker, _00E_Game_Affinity_BladebreakerName, _00E_Game_Affinity_BladebreakerName_Female) Affinity_ShadowdancerIndex = RegisterAffinity( 8, _00E_Affinity_AbShadowdancer, _00E_Game_Affinity_ShadowdancerName, _00E_Game_Affinity_ShadowdancerName_Female) Affinity_ArcaneArcherIndex = RegisterAffinity( 9, _00E_Affinity_AbArcaneArcher, _00E_Game_Affinity_ArcaneArcherName, _00E_Game_Affinity_ArcaneArcherName_Female) ; TODO: Wandering Mage Affinity_WanderingMageIndex = 10 ; Affinity_WanderingMageIndex = RegisterAffinity(10, __Config_AffinityAbs[10], , ) If isFS Affinity_SpectralistIndex = RegisterAffinity(11, _00E_FS_Affinity_AbRitualist, _00E_FS_Game_Affinity_Spectralist, _00E_FS_Game_Affinity_Spectralist_Female) Affinity_GhostBladeIndex = RegisterAffinity(12, _00E_FS_Affinity_AbGhostblade, _00E_FS_Game_Affinity_GhostBlade, _00E_FS_Game_Affinity_GhostBlade_Female) Affinity_SpectralWarriorIndex = RegisterAffinity(13, _00E_FS_Affinity_AbSpectralWarrior, _00E_FS_Game_Affinity_SpectralWarrior, _00E_FS_Game_Affinity_SpectralWarrior_Female) Affinity_BruteIndex = RegisterAffinity(14, _00E_FS_Affinity_AbBrute, _00E_FS_Game_Affinity_Brute, _00E_FS_Game_Affinity_Brute_Female) Affinity_DrifterIndex = RegisterAffinity(15, _00E_FS_Affinity_AbDrifter, _00E_FS_Game_Affinity_Drifter, _00E_FS_Game_Affinity_Drifter_Female) Affinity_DruidIndex = RegisterAffinity(16, _00E_FS_Affinity_AbDruid, _00E_FS_Game_Affinity_Druid, _00E_FS_Game_Affinity_Druid_Female) Affinity_NightwolfIndex = RegisterAffinity(17, _00E_FS_Affinity_AbNightwolf, _00E_FS_Game_Affinity_Nightwolf, _00E_FS_Game_Affinity_Nightwolf_Female) Affinity_RavagerIndex = RegisterAffinity(18, _00E_FS_Affinity_AbRavager, _00E_FS_Game_Affinity_Ravager, _00E_FS_Game_Affinity_Ravager_Female) Affinity_ScourgeOfTheWildsIndex = RegisterAffinity(19, _00E_FS_Affinity_AbScourge, _00E_FS_Game_Affinity_ScourgeOfTheWilds, _00E_FS_Game_Affinity_ScourgeOfTheWilds_Female) Affinity_SoulcallerIndex = RegisterAffinity(20, _00E_FS_Affinity_AbSoulcaller, _00E_FS_Game_Affinity_Soulcaller, _00E_FS_Game_Affinity_Soulcaller_Female) Else Affinity_SpectralistIndex = 11 Affinity_GhostBladeIndex = 12 Affinity_SpectralWarriorIndex = 13 Affinity_BruteIndex = 14 Affinity_DrifterIndex = 15 Affinity_DruidIndex = 16 Affinity_NightwolfIndex = 17 Affinity_RavagerIndex = 18 Affinity_ScourgeOfTheWildsIndex = 19 Affinity_SoulcallerIndex = 20 EndIf ; Init affinitiesUnlocked if necessary If affinitiesUnlocked.Length != Affinity_Spells.Length bool[] oldAffinities = affinitiesUnlocked as bool[] ; to really copy the array and not just copy the reference ResetUnlockedAffinities() Int Index = 0 While Index < oldAffinities.Length && Index < affinitiesUnlocked.Length affinitiesUnlocked[Index] = oldAffinities[Index] Index += 1 EndWhile EndIf ; Fix 1.2.x.x bugs if needed If FixedBugs1_2 == False If bHasAffinityBonus == False iCurrentAffinityIndex = -1 EndIf If iCurrentAffinityIndex >= 0 Spell affSpell = Affinity_Spells[iCurrentAffinityIndex] If PlayerREF.HasSpell(affSpell) == False PlayerREF.AddSpell(affSpell) EndIf EndIf Int[] PerkDistribution = GetPerkDistribution() UpdateClassIndices(PerkDistribution) FixedBugs1_2 = True Else ; Init MajorSchool If MajorSchool == 0 UpdateMajorSchool() EndIf EndIf BlockClassUpdates = False EndFunction Function UpdateMajorSchool() ; Mage If MajorClassIndex == PerkTree_ElementalismIndex || MajorClassIndex == PerkTree_LifeAndDeathIndex || MajorClassIndex == PerkTree_ManipulationIndex || MajorClassIndex == PerkTree_PhasmalistIndex MajorSchool = 2 ; Thief ElseIf MajorClassIndex == PerkTree_TrickeryIndex || MajorClassIndex == PerkTree_EspionageIndex || MajorClassIndex == PerkTree_VagabondIndex MajorSchool = 3 ; Warrior Else MajorSchool = 1 EndIf EndFunction int Function GetPointsInClass(Formlist akClassPerkformlist) Form[] perkForms = akClassPerkformlist.ToArray() int PointsSpentInClass int iClassIndex = 0 While iClassIndex < perkForms.Length Perk iPerk = perkForms[iClassIndex] as Perk If iPerk && PlayerREF.HasPerk(iPerk) PointsSpentInClass += 1 EndIf iClassIndex += 1 EndWhile Return PointsSpentInClass EndFunction Int[] Function GetPerkDistribution() Int[] PerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0) Int Index = 0 While Index < PerkTree_Trees.Length If PerkTree_Trees[Index] PerkDistribution[Index] = GetPointsInClass(PerkTree_Trees[Index]) EndIf Index += 1 EndWhile Return PerkDistribution EndFunction Int[] Function GetMaxPerkDistribution() Int[] MaxPerkDistribution = Utility.CreateIntArray(PerkTree_Trees.Length, 0) Int Index = 0 While Index < PerkTree_Trees.Length If PerkTree_Trees[Index] MaxPerkDistribution[Index] = PerkTree_Trees[Index].GetSize() EndIf Index += 1 EndWhile Return MaxPerkDistribution EndFunction Function UpdateClassIndices(Int[] PerkDistribution) Int Index ; Update major class/perk tree If MajorClassIndex > 0 && PerkDistribution[MajorClassIndex] == 0 MajorClassIndex = 0 EndIf Index = 1 While Index < PerkDistribution.Length If PerkDistribution[Index] > PerkDistribution[MajorClassIndex] MajorClassIndex = Index EndIf Index += 1 EndWhile UpdateMajorSchool() Levelsystem.iMajorClassIndex = MajorClassIndex ; Update minor class/perk tree If MinorClassIndex > 0 && (MinorClassIndex == MajorClassIndex || PerkDistribution[MinorClassIndex] == 0) MinorClassIndex = 0 EndIf Index = 1 While Index < PerkDistribution.Length If Index != MajorClassIndex && PerkDistribution[Index] > PerkDistribution[MinorClassIndex] MinorClassIndex = Index EndIf Index += 1 EndWhile ; Levelsystem.iMinorClassIndex = MinorClassIndex EndFunction Function ResetUnlockedAffinities() affinitiesUnlocked = Utility.CreateBoolArray(Affinity_Spells.Length, False) ; For whatever reason, the second "filler" arg in CreateBoolArray does not work, the array is filled with True ; So fill it with False by hand Int Index = 0 While Index < affinitiesUnlocked.Length affinitiesUnlocked[Index] = False Index += 1 EndWhile EndFunction Function TryUnlockAffinity(Int[] PerkDistribution, Int iAffinity, int iMainPerk, int iSecondaryPerk1, int iSecondaryPerk2 = 0, int iSecondaryPerk3 = 0) If PerkDistribution[iMainPerk] >= 10 && Affinity_Spells[iAffinity] If PerkDistribution[iSecondaryPerk1] >= 10 || PerkDistribution[iSecondaryPerk2] >= 10 || PerkDistribution[iSecondaryPerk3] >= 10 affinitiesUnlocked[iAffinity] = True EndIf EndIf EndFunction Function UpdateUnlockedAffinities(Int[] PerkDistribution) ResetUnlockedAffinities() ; Battlemage: Elementarism + Derwish/Rage/Bastion TryUnlockAffinity(PerkDistribution, Affinity_BattlemageIndex, PerkTree_ElementalismIndex, PerkTree_DerwishIndex, PerkTree_RageIndex, PerkTree_BastionIndex) ; Cleric: Manipulation + Bastion/Rage TryUnlockAffinity(PerkDistribution, Affinity_ClericIndex, PerkTree_ManipulationIndex, PerkTree_BastionIndex, PerkTree_RageIndex) ; Assassin/Assassine: Infiltraor und Klingentänzer TryUnlockAffinity(PerkDistribution, Affinity_AssasinIndex, PerkTree_EspionageIndex, PerkTree_DerwishIndex) ; Wayfarer/Vielgereister: Vagabund und Gauner TryUnlockAffinity(PerkDistribution, Affinity_WayfarerIndex, PerkTree_VagabondIndex, PerkTree_TrickeryIndex) ; Black Mage/Schwarzmagier: Entropie und Elementarismus TryUnlockAffinity(PerkDistribution, Affinity_BlackMageIndex, PerkTree_LifeAndDeathIndex, PerkTree_ElementalismIndex) ; Black Keeper/Schwarzer Hüter: Sinistra und Bastion TryUnlockAffinity(PerkDistribution, Affinity_DarkKeeperIndex, PerkTree_LifeAndDeathIndex, PerkTree_BastionIndex) ; Fencer/Fechtmeister: Klingentänzer und Vandale TryUnlockAffinity(PerkDistribution, Affinity_FencerIndex, PerkTree_DerwishIndex, PerkTree_RageIndex) ; Bladebreaker/Klingenbrecher: Klingentänzer/Bastion TryUnlockAffinity(PerkDistribution, Affinity_BladebreakerIndex, PerkTree_DerwishIndex, PerkTree_BastionIndex) ; Shadow Dancer/Schattentänzer: Infiltator und Sinistra/Thaumaturg TryUnlockAffinity(PerkDistribution, Affinity_ShadowdancerIndex, PerkTree_EspionageIndex, PerkTree_LifeAndDeathIndex) ; Wandering Mage/Wandermagier: Vagabund und Thaumaturg/Elementarist (currently not implemented) TryUnlockAffinity(PerkDistribution, Affinity_WanderingMageIndex, PerkTree_VagabondIndex, PerkTree_ElementalismIndex, PerkTree_ManipulationIndex) ; Arcane Archer/Arkaner Schütze: Gauner und Thaumaturg/Elementarist/Sinistra TryUnlockAffinity(PerkDistribution, Affinity_ArcaneArcherIndex, PerkTree_TrickeryIndex, PerkTree_ElementalismIndex, PerkTree_ManipulationIndex, PerkTree_LifeAndDeathIndex) ; Ritualist (Spectralist): Sinistrop und Phasmalist TryUnlockAffinity(PerkDistribution, Affinity_SpectralistIndex, PerkTree_PhasmalistIndex, PerkTree_LifeAndDeathIndex) ; Spectral Warrior: Phasmalist und Vandale/Hüter/Klingentänzer TryUnlockAffinity(PerkDistribution, Affinity_SpectralWarriorIndex, PerkTree_PhasmalistIndex, PerkTree_RageIndex, PerkTree_BastionIndex, PerkTree_DerwishIndex) ; Ghostblade: Phasmalist und Infiltrator/Gauner TryUnlockAffinity(PerkDistribution, Affinity_GhostBladeIndex, PerkTree_PhasmalistIndex, PerkTree_EspionageIndex, PerkTree_TrickeryIndex) ; Brute: Vandal/Bladedancer und Lycantrophe TryUnlockAffinity(PerkDistribution, Affinity_BruteIndex, PerkTree_TheriantrophistIndex, PerkTree_DerwishIndex, PerkTree_RageIndex) ; Drifter: Vagrant und Lycantrophe TryUnlockAffinity(PerkDistribution, Affinity_DrifterIndex, PerkTree_TheriantrophistIndex, PerkTree_VagabondIndex) ; Druid: Lycantrophe und Elementarist TryUnlockAffinity(PerkDistribution, Affinity_DruidIndex, PerkTree_TheriantrophistIndex, PerkTree_ElementalismIndex) ; Nightwolf: Infiltrator und Lycantrophe TryUnlockAffinity(PerkDistribution, Affinity_NightwolfIndex, PerkTree_TheriantrophistIndex, PerkTree_EspionageIndex) ; Ravager: Sinistrope und Lycantrophe TryUnlockAffinity(PerkDistribution, Affinity_RavagerIndex, PerkTree_TheriantrophistIndex, PerkTree_LifeAndDeathIndex) ; Scourge of the Wilds: Keeper/Thaumaturgy und Lycantrophe TryUnlockAffinity(PerkDistribution, Affinity_ScourgeOfTheWildsIndex, PerkTree_TheriantrophistIndex, PerkTree_ManipulationIndex) ; Soulcaller: Phasmalist und Lycantrophe TryUnlockAffinity(PerkDistribution, Affinity_SoulcallerIndex, PerkTree_TheriantrophistIndex, PerkTree_PhasmalistIndex) Endfunction Function AddAchievementForAffinityUnlock(int nTotalUnlockedAffinityCount) If _00E_AchievementsEnabled.GetValueInt() == 1 If nTotalUnlockedAffinityCount >= 1 Game.UnlockAchievement("END_AFFINITY_01") EndIf If nTotalUnlockedAffinityCount >= 2 Game.UnlockAchievement("END_AFFINITY_02") EndIf EndIf EndFunction Function AddAchievementForFullMemoryTree(Int[] PerkDistribution, Int[] MaxPerkDistribution) Int Index = 1 While Index < PerkDistribution.Length If PerkDistribution[Index] == MaxPerkDistribution[Index] && !bMemoryTreeAchievementUnlocked Game.UnlockAchievement("END_MEMORY_TREE_01") bMemoryTreeAchievementUnlocked = true EndIf Index += 1 EndWhile EndFunction Function GetPlayerClass() ; Wait for InitAffinitySystem to finish its job While BlockClassUpdates Utility.Wait(0.5) EndWhile Int[] PerkDistribution = GetPerkDistribution() UpdateClassIndices(PerkDistribution) If _00E_AchievementsEnabled.GetValueInt() == 1 && !bMemoryTreeAchievementUnlocked Int[] MaxPerkDistribution = GetMaxPerkDistribution() AddAchievementForFullMemoryTree(PerkDistribution, MaxPerkDistribution) EndIf ; What affinities are unlocked? Int iNewAffinityIndex = -1 bool[] oldAffinities = affinitiesUnlocked as bool[] ; to really copy the array and not just copy the reference UpdateUnlockedAffinities(PerkDistribution) Int nTotalUnlockedAffinityCount = 0 Int nSinceLastTimeUnlockedAffinityCount = 0 Int[] unlockedAffinityIndices = Utility.CreateIntArray(affinitiesUnlocked.Length, 0) Int Index = 0 While Index < affinitiesUnlocked.Length If affinitiesUnlocked[Index] If oldAffinities[Index] == False nSinceLastTimeUnlockedAffinityCount += 1 EndIf unlockedAffinityIndices[nTotalUnlockedAffinityCount] = Index nTotalUnlockedAffinityCount += 1 EndIf Index += 1 EndWhile AddAchievementForAffinityUnlock(nTotalUnlockedAffinityCount) If nTotalUnlockedAffinityCount == 1 iNewAffinityIndex = unlockedAffinityIndices[0] ElseIf nTotalUnlockedAffinityCount > 1 ; Additional safeguard, in case something has been changed in the code, for example, affinity conditions Int iOldAffinity = iCurrentAffinityIndex If iOldAffinity >= 0 && affinitiesUnlocked[iOldAffinity] == False iOldAffinity = -1 EndIf ; Don't ask If (bDontShowAffinityMessageAgain || nSinceLastTimeUnlockedAffinityCount == 0) && iOldAffinity >= 0 iNewAffinityIndex = iOldAffinity ; FS ask ElseIf _00E_FS_IsForgottenStoriesActivated.GetValueInt() == 1 iNewAffinityIndex = AskForAffinityFS(unlockedAffinityIndices, nTotalUnlockedAffinityCount, iOldAffinity) ; Old ask Else iNewAffinityIndex = AskForAffinityOld(unlockedAffinityIndices, nTotalUnlockedAffinityCount, iOldAffinity, oldAffinities) EndIf EndIf ; Set chosen affinity If iNewAffinityIndex != iCurrentAffinityIndex If iCurrentAffinityIndex >= 0 PlayerREF.RemoveSpell(Affinity_Spells[iCurrentAffinityIndex]) EndIf iCurrentAffinityIndex = iNewAffinityIndex If iCurrentAffinityIndex >= 0 PlayerREF.AddSpell(Affinity_Spells[iCurrentAffinityIndex]) ; Debug.Notification("Affinity unlocked!") _00E_Game_sUnlockedAffinity.Show() UIQuestCompleteM.Play(PlayerREF) Levelsystem.GiveEP(450) NQ31.SetStage(10) EndIf EndIf Endfunction Int Function AskForAffinityOld(Int[] unlockedAffinityIndices, Int nUnlockedAffinities, Int iOldAffinity, Bool[] oldAffinities) ; Find first newly unlocked affinity, and fall back to first old unlocked affinity in case it fails Int iNewAffinity = -1 Int iFallbackAffinity = -1 Int Index = 0 While Index < nUnlockedAffinities && iNewAffinity < 0 Int iAffinity = unlockedAffinityIndices[Index] If iAffinity != iOldAffinity If oldAffinities[iAffinity] == False iNewAffinity = iAffinity EndIf If iFallbackAffinity < 0 iFallbackAffinity = iAffinity EndIf EndIf Index += 1 EndWhile If iNewAffinity < 0 iNewAffinity = iFallbackAffinity EndIf If iNewAffinity >= 0 && iOldAffinity >= 0 _00E_Affinity_Message_Actor_01.SetName(GetAffinityName(iOldAffinity)) _00E_Affinity_Message_Actor_02.SetName(GetAffinityName(iNewAffinity)) int iButton = _00E_Affinity_Messagebox.Show() if iButton == 0 ; Old Return iOldAffinity Elseif iButton == 2 ; Keep old and don't show again bDontShowAffinityMessageAgain = True Return iOldAffinity EndIf EndIf Return iNewAffinity EndFunction Int Function AskForAffinityFS(Int[] unlockedAffinityIndices, Int nUnlockedAffinities, Int iOldAffinity) Bool enableDoNotShowAgain = False if iOldAffinity >= 0 _00E_Affinity_Message_Actor_01.SetName(GetAffinityName(iOldAffinity)) int button = _00E_Affinity_MessageboxNew.show() If button == 0 bDontShowAffinityMessageAgain = True Return iOldAffinity EndIf enableDoNotShowAgain = True Else _00E_Affinity_MessageboxFirstAffinity.show() Endif UIListMenu menu = UIExtensions.GetMenu("UIListMenu") as UIListMenu int Index = 0 while Index < nUnlockedAffinities Int iAffinity = unlockedAffinityIndices[Index] menu.AddEntryItem(GetAffinityName(iAffinity), -1, iAffinity, False) Index += 1 Endwhile if enableDoNotShowAgain menu.AddEntryItem(_00E_Affinity_DoNotShowAgain.getName(), -1, nUnlockedAffinities, False) Endif int choice = -1 if UIExtensions.openMenu("UIListMenu") choice = menu.getResultInt() Endif if choice >= nUnlockedAffinities ; do not show again bDontShowAffinityMessageAgain = True Return iOldAffinity ElseIf choice < 0 Return iOldAffinity Else Return unlockedAffinityIndices[choice] Endif Endfunction String Function GetGenderName(Int index, Message[] maleNames, Message[] femaleNames) if Player.GetSex() == 1 Return femaleNames[index].GetName() Else Return maleNames[index].GetName() EndIf EndFunction String Function GetAffinityName(Int index) Return GetGenderName(index, Affinity_Names_Male, Affinity_Names_Female) EndFunction String Function GetPlayerClassName() If iCurrentAffinityIndex >= 0 Return GetAffinityName(iCurrentAffinityIndex) Else String result = GetGenderName(MajorClassIndex, PerkTree_AffinityNames_Male, PerkTree_AffinityNames_Female) If MinorClassIndex > 0 result += " / " + GetGenderName(MinorClassIndex, PerkTree_AffinityNames_Male, PerkTree_AffinityNames_Female) EndIf Return result EndIf EndFunction Event OnPlayerLoadGame() InitAffinitySystem() ; Post-1.2.5.0 update If bMeditateKeyRegistered == False UpdateKeyRegistration() EndIf EndEvent ;===================================================================================== ; PROPERTIES ;===================================================================================== _00E_QuestFunctions Property Levelsystem Auto int iHeroMenuKeycode = 35 Int Property iExitHeroMenuKeycode1 = 15 AutoReadOnly ; 15 = TAB Int Property iExitHeroMenuKeycode2 = 1 AutoReadOnly ; 1 = ESC int Property MajorClassIndex Auto Hidden int Property MinorClassIndex Auto Hidden int Property MajorSchool Auto { 1: Warrior; 2: Mage; 3: Thief } int iCurrentAffinityIndex = -1 bool[] affinitiesUnlocked bool bDontShowAffinityMessageAgain bool bHasAffinityBonus = False ; Left for backward compatibility with 1.2.x.x bool bMemoryTreeAchievementUnlocked = False bool bReadyToOpen = True bool bStatsMenuOpen = False ; bool bControlsHaveBeenDisabled ActorValueInfo AiHealth ActorValueInfo AiStamina ActorValueInfo AiMagicka ActorValueInfo AiRanged ; Vanilla - Marksman ActorValueInfo AiLightArmor ; Vanilla - Light Armor ActorValueInfo AiPsionics ; Vanilla - Illusion ActorValueInfo AiElementarism ; Vanilla - Destruction ActorValueInfo AiManipulation ; Vanilla - Alteration ActorValueInfo AiOneHanded ; Vanilla - OneHanded ActorValueInfo AiTwoHanded ; Vanilla - TwoHanded ActorValueInfo AiParry ; Vanilla - Block ActorValueInfo AiLightMagic ; Vanilla - Restoration ActorValueInfo AiEntrophy ; Vanilla - Conjuration ActorValueInfo AiHeavyArmor ; Vanilla - HeavyArmor ActorValueInfo AiSneak ; Vanilla - Sneak ActorValueInfo AiAlchemy ; Vanilla - Alchemy ActorValueInfo AiPickpocket ; Vanilla - Pickpocket ActorValueInfo AiEnchanting ; Vanilla - Enchanting ActorValueInfo AiLockpicking ; Vanilla - Lockpicking ActorValueInfo AiSmithing ; Vanilla - Smithing ActorValueInfo AiSpeechcraft ; Vanilla - Speechcraft ActorBase Property Player Auto _00E_EPUpdateFunctions Property PlayerREF Auto ActorBase Property _00E_Affinity_Message_Actor_01 Auto ActorBase Property _00E_Affinity_Message_Actor_02 Auto bool MenuOpen = False Message Property _00E_Game_sUnlockedAffinity Auto ; name messages Message Property _00E_Game_Affinity_BattlemageName Auto Message Property _00E_Game_Affinity_ClericName Auto Message Property _00E_Game_Affinity_AssassinName Auto Message Property _00E_Game_Affinity_WayfarerName Auto Message Property _00E_Game_Affinity_BlackMageName Auto Message Property _00E_Game_Affinity_DarkKeeperName Auto Message Property _00E_Game_Affinity_BlademasterName Auto Message Property _00E_Game_Affinity_BladebreakerName Auto Message Property _00E_Game_Affinity_ShadowdancerName Auto Message Property _00E_Game_Affinity_ArcaneArcherName Auto Message Property _00E_Game_Affinity_BattlemageName_Female Auto Message Property _00E_Game_Affinity_ClericName_Female Auto Message Property _00E_Game_Affinity_AssassinName_Female Auto Message Property _00E_Game_Affinity_WayfarerName_Female Auto Message Property _00E_Game_Affinity_BlackMageName_Female Auto Message Property _00E_Game_Affinity_DarkKeeperName_Female Auto Message Property _00E_Game_Affinity_BlademasterName_Female Auto Message Property _00E_Game_Affinity_BladebreakerName_Female Auto Message Property _00E_Game_Affinity_ShadowdancerName_Female Auto Message Property _00E_Game_Affinity_ArcaneArcherName_Female Auto Message Property _00E_Game_NoClassName_Female Auto Message Property _00E_Game_BastionName_Female Auto Message Property _00E_Game_DerwishName_Female Auto Message Property _00E_Game_ElementalismName_Female Auto Message Property _00E_Game_EspionageName_Female Auto Message Property _00E_Game_LifeAndDeathName_Female Auto Message Property _00E_Game_ManipulationName_Female Auto Message Property _00E_Game_RageName_Female Auto Message Property _00E_Game_TrickeryName_Female Auto Message Property _00E_Game_VagabondName_Female Auto Message Property _00E_Game_NoClassName Auto Message Property _00E_Game_BastionName Auto Message Property _00E_Game_DerwishName Auto Message Property _00E_Game_ElementalismName Auto Message Property _00E_Game_EspionageName Auto Message Property _00E_Game_LifeAndDeathName Auto Message Property _00E_Game_ManipulationName Auto Message Property _00E_Game_RageName Auto Message Property _00E_Game_TrickeryName Auto Message Property _00E_Game_VagabondName Auto ;end name messages Message Property _00E_Affinity_Messagebox Auto {Only necessary if FS is NOT used} Message Property _00E_Affinity_MessageboxNew Auto Message Property _00E_Affinity_MessageboxFirstAffinity Auto Message Property _00E_Affinity_DoNotShowAgain Auto Location Property _00E_Dreamworld_Location Auto Spell Property _00E_Affinity_AbBattlemage Auto Spell Property _00E_Affinity_AbCleric Auto Spell Property _00E_Affinity_AbAssassin Auto Spell Property _00E_Affinity_AbWayfarer Auto Spell Property _00E_Affinity_AbBlackMage Auto Spell Property _00E_Affinity_AbDarkKeeper Auto Spell Property _00E_Affinity_AbFencer Auto Spell Property _00E_Affinity_AbBladebreaker Auto Spell Property _00E_Affinity_AbShadowdancer Auto Spell Property _00E_Affinity_AbArcaneArcher Auto Spell Property _00E_FS_Affinity_AbRitualist Auto Spell Property _00E_FS_Affinity_AbGhostblade Auto Spell Property _00E_FS_Affinity_AbSpectralWarrior Auto Spell Property _00E_FS_Affinity_AbBrute Auto Spell Property _00E_FS_Affinity_AbDrifter Auto Spell Property _00E_FS_Affinity_AbDruid Auto Spell Property _00E_FS_Affinity_AbNightwolf Auto Spell Property _00E_FS_Affinity_AbRavager Auto Spell Property _00E_FS_Affinity_AbScourge Auto Spell Property _00E_FS_Affinity_AbSoulcaller Auto GlobalVariable Property PlayerExp Auto GlobalVariable Property PlayerNeededExp Auto GlobalVariable Property PlayerLevel Auto GlobalVariable Property Lernpunkte Auto GlobalVariable Property Handwerkspunkte Auto GlobalVariable Property TalentPoints Auto GlobalVariable Property EXPMultSlope Auto GlobalVariable Property EXPMult Auto GlobalVariable Property EXPAcceleration Auto GlobalVariable Property _00E_FS_IsForgottenStoriesActivated Auto GlobalVariable Property _00E_AchievementsEnabled Auto ImageSpaceModifier Property _00E_Game_MenuIMOD Auto Sound Property UIQuestCompleteM Auto Quest Property NQ31 Auto Formlist Property BastionPerks Auto Formlist Property DerwishPerks Auto Formlist Property ElementalismPerks Auto Formlist Property EspionagePerks Auto Formlist Property LifeAndDeathPerks Auto Formlist Property ManipulationPerks Auto Formlist Property RagePerks Auto Formlist Property TrickeryPerks Auto Formlist Property VagabondPerks Auto ; ADDED IN ENDERAL- FORGOTTEN STORIES Formlist Property FS_PhasmalistPerks Auto Formlist Property FS_TheriantrophistPerks Auto Message Property _00E_FS_Game_PhasmalistName Auto Message Property _00E_FS_Game_PhasmalistName_Female Auto Message Property _00E_FS_Game_TheriantrophistName Auto Message Property _00E_FS_Game_TheriantrophistName_Female Auto Message Property _00E_FS_Game_Affinity_Spectralist Auto Message Property _00E_FS_Game_Affinity_GhostBlade Auto Message Property _00E_FS_Game_Affinity_SpectralWarrior Auto Message Property _00E_FS_Game_Affinity_Spectralist_Female Auto Message Property _00E_FS_Game_Affinity_GhostBlade_Female Auto Message Property _00E_FS_Game_Affinity_SpectralWarrior_Female Auto Message Property _00E_FS_Game_Affinity_Brute Auto Message Property _00E_FS_Game_Affinity_Drifter Auto Message Property _00E_FS_Game_Affinity_Druid Auto Message Property _00E_FS_Game_Affinity_Nightwolf Auto Message Property _00E_FS_Game_Affinity_Ravager Auto Message Property _00E_FS_Game_Affinity_ScourgeOfTheWilds Auto Message Property _00E_FS_Game_Affinity_Soulcaller Auto Message Property _00E_FS_Game_Affinity_Brute_Female Auto Message Property _00E_FS_Game_Affinity_Drifter_Female Auto Message Property _00E_FS_Game_Affinity_Druid_Female Auto Message Property _00E_FS_Game_Affinity_Nightwolf_Female Auto Message Property _00E_FS_Game_Affinity_Ravager_Female Auto Message Property _00E_FS_Game_Affinity_ScourgeOfTheWilds_Female Auto Message Property _00E_FS_Game_Affinity_Soulcaller_Female Auto ; FormList[] PerkTree_Trees Message[] PerkTree_AffinityNames_Male Message[] PerkTree_AffinityNames_Female Int PerkTree_BastionIndex Int PerkTree_DerwishIndex Int PerkTree_ElementalismIndex Int PerkTree_EspionageIndex Int PerkTree_LifeAndDeathIndex Int PerkTree_ManipulationIndex Int PerkTree_RageIndex Int PerkTree_TrickeryIndex Int PerkTree_VagabondIndex Int PerkTree_PhasmalistIndex Int PerkTree_TheriantrophistIndex Spell[] Affinity_Spells Message[] Affinity_Names_Male Message[] Affinity_Names_Female Int Affinity_BattlemageIndex Int Affinity_ClericIndex Int Affinity_AssasinIndex Int Affinity_WayfarerIndex Int Affinity_BlackMageIndex Int Affinity_DarkKeeperIndex Int Affinity_FencerIndex Int Affinity_BladebreakerIndex Int Affinity_ShadowdancerIndex Int Affinity_ArcaneArcherIndex Int Affinity_WanderingMageIndex Int Affinity_SpectralistIndex Int Affinity_GhostBladeIndex Int Affinity_SpectralWarriorIndex Int Affinity_BruteIndex Int Affinity_DrifterIndex Int Affinity_DruidIndex Int Affinity_NightwolfIndex Int Affinity_RavagerIndex Int Affinity_ScourgeOfTheWildsIndex Int Affinity_SoulcallerIndex Bool FixedBugs1_2 Bool BlockClassUpdates Bool bMeditateKeyRegistered = False Int Property iMeditateKeycode = 21 Auto Hidden ; 21 (Y on QWERTY, Z on QWERTZ) Int Property iQuickStatsKeycode = 53 Auto Hidden ; 53 (/ on QWERTZ, - on QWERTY) Shout Property _00E_Class_Meditate Auto