257 lines
7.6 KiB
Plaintext
257 lines
7.6 KiB
Plaintext
Scriptname _00E_SkillControl extends Quest Hidden
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import Utility
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int function _GetScriptVersion() Global
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return 1
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endFunction
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Function _ReadSkillBook(String skillName, Int skillTopLimit, Form bookItem, Message msgSkillIncrease, GlobalVariable availablePoints, Message msgNoPoints)
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Message failMsg = None
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While _SkillBookReadLocked
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WaitMenuMode(0.1)
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EndWhile
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_SkillBookReadLocked = True
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; DO NOT FORGET TO FALSE _SkillBookReadLocked ON RETURN
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If availablePoints.GetValue() >= 1
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Int curSkill = PlayerREF.GetBaseActorValue(skillName) as Int
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If curSkill >= skillTopLimit
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failMsg = _00E_Levelsystem_sSkillTooWellDeveloped
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ElseIf curSkill >= (skillTopLimit - 25) || (_00E_SkillbookWarning.Show() == 0) ; If cur. skill is within the book's limit or the player says "Yes"
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; Do skill increase
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curSkill += 1
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PlayerREF.SetActorValue(skillName, curSkill)
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availablePoints.Mod(-1)
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_SkillBookReadLocked = False
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msgSkillIncrease.Show(1, curSkill)
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Return
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EndIf
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Else ; availablePoints < 1
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failMsg = msgNoPoints
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EndIf
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; Processing failed read
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_SkillBookReadLocked = False
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If failMsg != None
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failMsg.Show()
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EndIf
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PlayerREF.AddItem(bookItem, 1, True)
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EndFunction
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Function ReadPrimarySkillBook(String skillName, Int skillTopLimit, Form bookItem, Message msgSkillIncrease)
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_ReadSkillBook(skillName, skillTopLimit, bookItem, msgSkillIncrease, Lernpunkte, _00E_Levelsystem_sNoMoreLearningPoints)
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EndFunction
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Function ReadCraftingSkillBook(String skillName, Int skillTopLimit, Form bookItem, Message msgSkillIncrease)
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_ReadSkillBook(skillName, skillTopLimit, bookItem, msgSkillIncrease, Handwerkspunkte, _00E_Levelsystem_sNoMoreCraftingPoints)
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EndFunction
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Function ReadMemorySkillBook(String sClass, Int iTier, Message talentMessage, float fRecoveryTime02, float fRecoveryTime03, Potion PotionItem, Shout TaughtTalent, WordOfPower Word01, WordOfPower Word02, WordOfPower Word03, Perk Perk01, Perk Perk02, Perk Perk03)
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While _MemoryBookReadLocked
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WaitMenuMode(0.1)
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EndWhile
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_MemoryBookReadLocked = True
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int iButton = talentMessage.Show()
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if iButton == 0
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if iTier == 1
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iRequiredPoints = iPointRequirementTier01
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Elseif iTier == 2
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iRequiredPoints = iPointRequirementTier02
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Else
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iRequiredPoints = iPointRequirementTier03
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EndIf
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if RequirementsMetMemoryBook(iTier, Perk01, Perk02, Perk03, sClass)
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TeachTalent(iTier, TaughtTalent, Perk01, Perk02, Perk03, Word01, Word02, Word03, fRecoveryTime02, fRecoveryTime03)
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Else
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if bValidSkilllevel
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Message messageToShow = _00E_FS_A3_sMageClassName
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if sClass == "Rogue"
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messageToShow = _00E_FS_A3_sRogueClassName
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Elseif sClass == "Warrior"
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messageToShow = _00E_FS_A3_sWarriorClassName
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EndIf
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if SKSE.GetVersion()
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Debug.Notification(_00E_FS_A3_sYouNeedSkillpoints.GetName() + " " + iRequiredPoints + _00E_FS_A3_sIn.GetName() + messageToShow.GetName() + _00E_FS_A3_sToUnlockThisClass.GetName())
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else
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Debug.Notification("You need to have at least " + iRequiredPoints + " talent points in the class.")
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endif
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EndIf
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PlayerREF.AddItem(PotionItem, 1, true)
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EndIf
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_MemoryBookReadLocked = False
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Else
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PlayerREF.AddItem(PotionItem, 1, true)
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_MemoryBookReadLocked = False
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Return
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EndIf
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EndFunction
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bool Function RequirementsMetMemoryBook(int iTier, Perk Perk01, Perk Perk02, Perk Perk03, string sClass)
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Formlist ClassFormList01
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Formlist ClassFormList02
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Formlist ClassFormList03
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if (iTier == 3 && !PlayerREF.HasPerk(Perk02)) || (iTier == 2 && !PlayerREF.HasPerk(Perk01))
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_00E_FS_A3_NeedToLearnOtherLevels.Show()
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bValidSkilllevel = False
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Return False
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Elseif (iTier == 1 && PlayerREF.HasPerk(Perk01)) || (iTier == 2 && PlayerREF.HasPerk(Perk02)) || (iTier == 3 && PlayerREF.HasPerk(Perk03))
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_00E_FS_A3_AlreadyKnowThisLevel.Show()
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bValidSkilllevel = False
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Return False
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Else
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bValidSkilllevel = True
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if sClass == "Rogue"
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ClassFormList01 = EspionagePerks
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ClassFormList02 = TrickeryPerks
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ClassFormList03 = VagabondPerks
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Elseif sClass == "Warrior"
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ClassFormList01 = BastionPerks
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ClassFormList02 = DerwishPerks
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ClassFormList03 = RagePerks
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Elseif sClass == "Mage"
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ClassFormList01 = ElementalismPerks
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ClassFormList02 = LifeAndDeathPerks
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ClassFormList03 = ManipulationPerks
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EndIf
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int iTotalPointsInRequiredClass = (_00E_Func_GetPointsInClass.Run(ClassFormList01) + _00E_Func_GetPointsInClass.Run(ClassFormList02) + _00E_Func_GetPointsInClass.Run(ClassFormList03))
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if iTotalPointsInRequiredClass >= iRequiredPoints
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Return True
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Else
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Return False
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EndIf
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EndIf
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EndFunction
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Function TeachTalent(int iLevel, Shout TaughtTalent, Perk Perk01, Perk Perk02, Perk Perk03, WordOfPower Word01, WordOfPower Word02, WordOfPower Word03, float fRecoveryTime02, float fRecoveryTime03)
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if iLevel == 1
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PlayerREF.AddPerk(Perk01)
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PlayerREF.AddShout(TaughtTalent)
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Game.UnlockWord(Word01)
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Game.TeachWord(Word01)
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Elseif iLevel == 2
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PlayerREF.AddPerk(Perk02)
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Game.UnlockWord(Word02)
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Game.TeachWord(Word02)
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SetRecoveryTimeMemoryBook(2, TaughtTalent, fRecoveryTime02, fRecoveryTime03)
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Else
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PlayerREF.AddPerk(Perk03)
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Game.UnlockWord(Word03)
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Game.TeachWord(Word03)
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SetRecoveryTimeMemoryBook(3, TaughtTalent, fRecoveryTime02, fRecoveryTime03)
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EndIf
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TalentPoints.Mod(-1)
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Steam.UnlockAchievement("END_TALENT_BOOK_01")
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EndFunction
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Function SetRecoveryTimeMemoryBook(int iWord, Shout TaughtTalent, float fRecoveryTime02, float fRecoveryTime03)
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{This function handles the issue of cooldowns not depending on the value in the CK but on the duration the player presses the [Shout] key on his keyboard.}
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If iWord == 2
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TaughtTalent.SetNthRecoveryTime(0, fRecoveryTime02)
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TaughtTalent.SetNthRecoveryTime(1, fRecoveryTime02)
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Else
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TaughtTalent.SetNthRecoveryTime(0, fRecoveryTime03)
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TaughtTalent.SetNthRecoveryTime(1, fRecoveryTime03)
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TaughtTalent.SetNthRecoveryTime(2, fRecoveryTime03)
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EndIf
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EndFunction
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Function ShowSynergyMessage()
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_00E_Levelsystem_sSynergyDiscovered.Show()
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_00E_EPHandler.GiveEP(150)
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If !bUnlockedSynergyAchievement
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Steam.UnlockAchievement("END_SYNERGY_01")
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bUnlockedSynergyAchievement = true
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EndIf
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EndFunction
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int iPointRequirementTier01 = 5
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int iPointRequirementTier02 = 10
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int iPointRequirementTier03 = 15
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int iRequiredPoints
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bool bValidSkilllevel
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bool bUnlockedSynergyAchievement
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Bool _SkillBookReadLocked = False
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Bool _MemoryBookReadLocked = False
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actor Property PlayerRef Auto
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Message Property _00E_SkillbookWarning Auto
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Message Property _00E_Levelsystem_sSkillTooWellDeveloped Auto
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Message Property _00E_FS_A3_sMageClassName Auto
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Message Property _00E_FS_A3_sRogueClassName Auto
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Message Property _00E_FS_A3_sWarriorClassName Auto
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Message Property _00E_FS_A3_sYouNeedSkillpoints Auto
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Message Property _00E_FS_A3_sIn Auto
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Message Property _00E_FS_A3_sToUnlockThisClass Auto
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Message Property _00E_FS_A3_NeedToLearnOtherLevels Auto
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Message Property _00E_FS_A3_AlreadyKnowThisLevel Auto
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FormList Property EspionagePerks Auto
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FormList Property TrickeryPerks Auto
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FormList Property VagabondPerks Auto
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FormList Property BastionPerks Auto
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FormList Property DerwishPerks Auto
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FormList Property RagePerks Auto
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FormList Property ElementalismPerks Auto
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FormList Property LifeAndDeathPerks Auto
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FormList Property ManipulationPerks Auto
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GlobalVariable Property Handwerkspunkte Auto
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GlobalVariable Property Lernpunkte Auto
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GlobalVariable Property TalentPoints Auto
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Message Property _00E_Levelsystem_sNoMoreCraftingPoints Auto
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Message Property _00E_Levelsystem_sNoMoreLearningPoints Auto
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Message Property _00E_Levelsystem_sSynergyDiscovered Auto
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