Scriptname _00E_CrimeQuest_Functions extends Quest  

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;              							FUNCTIONS                    					 
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Function ReduceMainSkills()

	String sActorValueToReduce01
	String sActorValueToReduce02

	If Levelsystem.iMajorClassIndex == 1
		sActorValueToReduce01 = "Block"
		sActorValueToReduce02 = "HeavyArmor"
	ElseIf Levelsystem.iMajorClassIndex == 2
		sActorValueToReduce01 = "OneHanded"
		sActorValueToReduce02 = "LightArmor"
	ElseIf Levelsystem.iMajorClassIndex == 3
		sActorValueToReduce01 = "Destruction"
		sActorValueToReduce02 = "Restoration"
	ElseIf Levelsystem.iMajorClassIndex == 4	
		sActorValueToReduce01 = "Sneak"
		sActorValueToReduce02 = "OneHanded"
	ElseIf Levelsystem.iMajorClassIndex == 5
		sActorValueToReduce01 = "Conjuration"
		sActorValueToReduce02 = "Illusion"
	ElseIf Levelsystem.iMajorClassIndex == 6
		sActorValueToReduce01 = "Restoration"
		sActorValueToReduce02 = "Alteration"
	ElseIf Levelsystem.iMajorClassIndex == 7
		sActorValueToReduce01 = "TwoHanded"
		sActorValueToReduce02 = "HeavyArmor"
	ElseIf Levelsystem.iMajorClassIndex == 8
		sActorValueToReduce01 = "Marksman"
		sActorValueToReduce02 = "LightArmor"		
	ElseIf Levelsystem.iMajorClassIndex == 9
		sActorValueToReduce01 = "LightArmor"
		sActorValueToReduce02 = "Alchemy"
	Else
		sActorValueToReduce01 = "OneHanded"
		sActorValueToReduce02 = "TwoHanded"
	EndIf
		
	PlayerREF.SetActorValue(sActorValueToReduce01, PlayerREF.GetBaseActorValue(sActorValueToReduce01) - 1)
	PlayerREF.SetActorValue(sActorValueToReduce02, PlayerREF.GetBaseActorValue(sActorValueToReduce02) - 1)
		
	_00E_CrimeQuest_ReduceSkillMessage.Show()

EndFunction

Function SetGlobalInJail()
	_00E_IsInJail.SetValue(1)
	UpdateCurrentInstanceGlobal(_00E_IsInJail)
EndFunction

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;              							PROPERTIES                    					 
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_00E_QuestFunctions Property Levelsystem Auto

Actor Property PlayerREF Auto

GlobalVariable Property _00E_IsInJail Auto

Message Property _00E_CrimeQuest_ReduceSkillMessage Auto