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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