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Dual Sheath Redux (исправление зацикливания) 1.0.1

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About This File

Многие наверное сталкивались с ситуацией когда вражеский НПС или ваш напарник не могли достать оружие? Тогда вы по адресу.

Переписанный скрипт Dual Sheath Redux для исправления циклов скрипта. Скрипт был серьезно видоизменен в логическом отношении. Скрипт больше не будет вылопнять не требуемые действия, тем самым не вызывая зацикливаний у НПС. 

Перед установкой нужно на старой версии мода: избавится от всех напарников и зайти в дом где никого нет, сохраниться.

Для установки требуется иметь оригинальный DSR мод с удаленными файлами в папке Data\scripts:

  • dualsheathreduxapplyeffect.pex
  • dualsheathreduxeffect.pex
  • dualsheathreduxplayerscript.pex
  • dualsheathreduxquest.pex

Распаковать с заменой, пересоздать патч. Если есть какие-то трудности то пересохраниться с отключением DSR.

Спойлер

;/ Decompiled by Champollion V1.0.1
Source   : dualsheathreduxeffect.psc
Modified : 2017-02-21 09:57:30
Compiled : 2017-02-21 09:57:36
User     : Mitradis
Computer : PC1
/;
scriptName dualsheathreduxeffect extends activeMagicEffect

;-- Properties --------------------------------------
spell property DualSheathReduxAbility auto
form[] property Lists auto
actor property PlayerRef auto

;-- Variables ---------------------------------------
FormList BaseStaffList
FormList BackShieldList
FormList LeftWeaponList
Bool BlockState = false
FormList LeftSheathList
FormList BackShieldListClk
FormList RightStaffList
Armor LeftSheath
actor ThisActor
Armor RightWeapon
FormList BaseShieldList
Int IndexInList = -1
FormList BaseWeaponList
Bool IsPlayer = false
FormList LeftStaffList
Weapon LeftBase
Armor LeftWeapon
Armor ShieldOnBack
Weapon RightBase
Armor ShieldBase

;-- Functions ---------------------------------------

function EquipItemFunction(Armor Type)

	if Type != none
		ThisActor.EquipItem(Type as form, false, true)
	endIf
endFunction

function RightWeaponFunction()

	if ThisActor.IsWeaponDrawn()
		self.UnEquipItemFunction(RightWeapon)
	elseIf ThisActor.GetWornForm(16384) as Armor != RightWeapon as Armor
		self.RemoveItemFunction(ThisActor.GetWornForm(16384) as Armor)
		self.EquipItemFunction(RightWeapon)
	endIf
endFunction

function ShieldOnBackFunction()

	if ThisActor.IsWeaponDrawn()
		self.UnEquipItemFunction(ShieldOnBack)
	elseIf ThisActor.GetWornForm(1073741824) as Armor != ShieldOnBack as Armor
		self.RemoveItemFunction(ThisActor.GetWornForm(1073741824) as Armor)
		self.EquipItemFunction(ShieldOnBack)
	endIf
endFunction

function DestroyLeftWeapon()

	self.RemoveItemFunction(LeftSheath)
	LeftSheath = none
	self.RemoveItemFunction(LeftWeapon)
	LeftWeapon = none
	LeftBase = none
endFunction

function RefreshState()

	utility.WaitMenuMode(0.250000)
	if ThisActor.GetEquippedWeapon(false)
		if ThisActor.GetEquippedItemType(1) == 5 || ThisActor.GetEquippedItemType(1) == 6 || ThisActor.GetEquippedItemType(1) == 7 || ThisActor.GetEquippedItemType(1) == 9 || ThisActor.GetEquippedItemType(1) == 12
			self.DestroyRightWeapon()
			self.DestroyLeftWeapon()
			self.DestroyShield()
		elseIf ThisActor.GetEquippedItemType(1) == 8
			if ThisActor.GetEquippedWeapon(false) == RightBase as Weapon
				self.RightWeaponFunction()
			else
				self.DestroyRightWeapon()
				IndexInList = -1
				IndexInList = BaseStaffList.Find(ThisActor.GetEquippedWeapon(false) as form)
				if IndexInList != -1
					RightBase = ThisActor.GetEquippedWeapon(false)
					RightWeapon = RightStaffList.GetAt(IndexInList) as Armor
					self.RightWeaponFunction()
				endIf
			endIf
		else
			self.DestroyRightWeapon()
		endIf
	else
		self.DestroyRightWeapon()
	endIf
	if ThisActor.GetEquippedWeapon(true)
		if ThisActor.GetEquippedItemType(0) == 1 || ThisActor.GetEquippedItemType(0) == 2 || ThisActor.GetEquippedItemType(0) == 3 || ThisActor.GetEquippedItemType(0) == 4
			if ThisActor.GetEquippedWeapon(true) == LeftBase as Weapon
				self.LeftWeaponFunction(false)
			else
				self.DestroyLeftWeapon()
				self.DestroyShield()
				IndexInList = -1
				IndexInList = BaseWeaponList.Find(ThisActor.GetEquippedWeapon(true) as form)
				if IndexInList != -1
					LeftBase = ThisActor.GetEquippedWeapon(true)
					LeftWeapon = LeftWeaponList.GetAt(IndexInList) as Armor
					LeftSheath = LeftSheathList.GetAt(IndexInList) as Armor
					self.LeftWeaponFunction(false)
				endIf
			endIf
		elseIf ThisActor.GetEquippedItemType(0) == 8
			if ThisActor.GetEquippedWeapon(true) == LeftBase as Weapon
				self.LeftWeaponFunction(true)
			else
				self.DestroyLeftWeapon()
				self.DestroyShield()
				IndexInList = -1
				IndexInList = BaseStaffList.Find(ThisActor.GetEquippedWeapon(true) as form)
				if IndexInList != -1
					LeftBase = ThisActor.GetEquippedWeapon(true)
					LeftWeapon = LeftStaffList.GetAt(IndexInList) as Armor
					LeftSheath = none
					self.LeftWeaponFunction(true)
				endIf
			endIf
		else
			self.DestroyLeftWeapon()
		endIf
	else
		self.DestroyLeftWeapon()
	endIf
	if ThisActor.GetEquippedItemType(0) == 10
		if ThisActor.GetEquippedObject(0) as Armor == ShieldBase as Armor
			self.ShieldOnBackFunction()
		else
			self.DestroyLeftWeapon()
			self.DestroyShield()
			IndexInList = -1
			IndexInList = BaseShieldList.Find(ThisActor.GetEquippedObject(0))
			if IndexInList != -1
				ShieldBase = ThisActor.GetEquippedObject(0) as Armor
				if ThisActor.GetWornForm(65536) as Armor
					ShieldOnBack = BackShieldListClk.GetAt(IndexInList) as Armor
				else
					ShieldOnBack = BackShieldList.GetAt(IndexInList) as Armor
				endIf
				self.ShieldOnBackFunction()
			endIf
		endIf
	elseIf IsPlayer
		self.DestroyShield()
	elseIf ThisActor.GetWornForm(1073741824) as Armor != ShieldOnBack as Armor
		self.DestroyShield()
	endIf
endFunction

function RemoveItemFunction(Armor Type)

	if Type != none
		ThisActor.RemoveItem(Type as form, 50, true, none)
	endIf
endFunction

function OnEffectStart(actor akTarget, actor akCaster)

	if akTarget == none
		self.Dispel()
		return 
	else
		ThisActor = akTarget
		if ThisActor == PlayerRef
			IsPlayer = true
			if Lists[0].GetFormID() == 0
				debug.MessageBox("DSR:\nDual Sheath Redux Patch не найден.")
			endIf
		endIf
		BaseWeaponList = Lists[0] as FormList
		LeftWeaponList = Lists[1] as FormList
		LeftSheathList = Lists[2] as FormList
		BaseStaffList = Lists[3] as FormList
		RightStaffList = Lists[4] as FormList
		LeftStaffList = Lists[5] as FormList
		BaseShieldList = Lists[6] as FormList
		if IsPlayer
			BackShieldList = Lists[7] as FormList
			BackShieldListClk = Lists[9] as FormList
		else
			BackShieldList = Lists[8] as FormList
			BackShieldListClk = Lists[10] as FormList
		endIf
		utility.WaitMenuMode(0.250000)
		self.GotoState("Alive")
	endIf
endFunction

function UnEquipItemFunction(Armor Type)

	if Type != none
		ThisActor.UnEquipItem(Type as form, false, true)
	endIf
endFunction

function OnEffectFinish(actor akTarget, actor akCaster)

	BlockState = true
	self.DestroyRightWeapon()
	self.DestroyLeftWeapon()
	if !IsPlayer
		self.EquipItemFunction(ShieldBase)
	endIf
	self.DestroyShield()
	utility.WaitMenuMode(0.500000)
	BlockState = false
endFunction

; Skipped compiler generated GetState

function DestroyRightWeapon()

	self.RemoveItemFunction(RightWeapon)
	RightWeapon = none
	RightBase = none
endFunction

; Skipped compiler generated GotoState

function LeftWeaponFunction(Bool Staff)

	if ThisActor.IsWeaponDrawn()
		if !Staff
			if ThisActor.GetWornForm(1073741824) as Armor != LeftSheath as Armor
				self.RemoveItemFunction(ThisActor.GetWornForm(1073741824) as Armor)
				self.EquipItemFunction(LeftSheath)
			endIf
		endIf
		self.UnEquipItemFunction(LeftWeapon)
	else
		if ThisActor.GetWornForm(1073741824) as Armor != LeftWeapon as Armor
			self.RemoveItemFunction(ThisActor.GetWornForm(1073741824) as Armor)
			self.EquipItemFunction(LeftWeapon)
		endIf
		if !Staff
			self.UnEquipItemFunction(LeftSheath)
		endIf
	endIf
endFunction

function DestroyShield()

	self.RemoveItemFunction(ShieldOnBack)
	ShieldOnBack = none
	ShieldBase = none
endFunction

;-- State -------------------------------------------
state Dead
endState

;-- State -------------------------------------------
state Alive

	function OnDying(actor akKiller)

		BlockState = true
		self.DestroyRightWeapon()
		self.DestroyLeftWeapon()
		self.DestroyShield()
		utility.WaitMenuMode(0.500000)
		BlockState = false
		self.GotoState("Dead")
	endFunction

	function OnObjectUnequipped(form akBaseObject, objectreference akReference)

		if !BlockState && akBaseObject != none && akBaseObject != ShieldOnBack as form && akBaseObject != RightWeapon as form && akBaseObject != LeftWeapon as form && akBaseObject != LeftSheath as form
			self.RefreshState()
		endIf
	endFunction

	function OnRaceSwitchComplete()

		BlockState = true
		self.Dispel()
		utility.WaitMenuMode(0.500000)
		BlockState = false
		ThisActor.Addspell(DualSheathReduxAbility, false)
	endFunction

	function OnItemRemoved(form akBaseItem, Int aiItemCount, objectreference akItemReference, objectreference akDestContainer)

		if !BlockState
			if akBaseItem == RightBase as form
				if ThisActor.GetItemCount(RightBase as form) == 0
					self.DestroyRightWeapon()
				endIf
			endIf
			if akBaseItem == LeftBase as form
				if ThisActor.GetItemCount(LeftBase as form) == 0
					self.DestroyLeftWeapon()
				endIf
			endIf
			if akBaseItem == ShieldBase as form
				if ThisActor.GetItemCount(ShieldBase as form) == 0
					self.DestroyShield()
				endIf
			endIf
		endIf
	endFunction

	function onBeginState()

		BlockState = true
		self.RegisterForAnimationEvent(ThisActor as objectreference, "WeaponDraw")
		self.RegisterForAnimationEvent(ThisActor as objectreference, "WeaponSheathe")
		self.RefreshState()
		utility.WaitMenuMode(0.250000)
		BlockState = false
	endFunction

	function OnAnimationEvent(objectreference akSource, String asEventName)

		if !BlockState
			if asEventName == "WeaponDraw"
				BlockState = true
				if ShieldOnBack as form
					self.UnEquipItemFunction(ShieldOnBack)
				endIf
				if RightWeapon as form
					self.UnEquipItemFunction(RightWeapon)
				endIf
				if LeftWeapon as form
					self.UnEquipItemFunction(LeftWeapon)
				endIf
				if LeftSheath as form
					self.EquipItemFunction(LeftSheath)
				endIf
			elseIf asEventName == "WeaponSheathe"
				BlockState = true
				if ShieldOnBack != none
					self.EquipItemFunction(ShieldOnBack)
				endIf
				if RightWeapon as form
					self.EquipItemFunction(RightWeapon)
				endIf
				if LeftWeapon as form
					self.EquipItemFunction(LeftWeapon)
				endIf
				if LeftSheath as form
					self.UnEquipItemFunction(LeftSheath)
				endIf
			endIf
			if BlockState
				utility.WaitMenuMode(0.250000)
				BlockState = false
			endIf
		endIf
	endFunction

	function OnObjectEquipped(form akBaseObject, objectreference akReference)

		if !BlockState && akBaseObject != none && akBaseObject != ShieldBase as form && akBaseObject != ShieldOnBack as form && akBaseObject != RightWeapon as form && akBaseObject != LeftWeapon as form && akBaseObject != LeftSheath as form
			self.RefreshState()
		endIf
	endFunction
endState

 

 


What's New in Version 1.0.1   See changelog

Released

Добавлен блок функций, удаление "потерянных" псевдо оружия и щита, общее улучшение. Окончательная версия.




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