User talk:Lisselli
Revision as of 06:55, 7 November 2016 by imported>Lisselli
Sandbox Page for when I need to post code on the forums. Because it doesn't allow indention..
Message property SimpleMessage auto
Armor property myArmor auto
ReferenceAlias property myAliasRef auto
Event OnInit()
; You're listening for this specific item.
; This function needs to be called before using OnItemAdded/Removed
AddInventoryEventFilter(myArmor)
EndEvent
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
; You want to know if your ReferenceAlias is filled. Let's do that first.
; Note: I used parenthesises to ensure important statements run in a certain order. It's not always needed though.
if (myAliasRef.GetReference() != none)
debug.notification("My alias is filled.")
; debug.messagebox might pause/stop the script, I don't know. I prefer notification, or trace.
else
debug.notification("None")
endif
; if the item added was an armor and was myArmor
if (akBaseItem as Armor == myArmor)
; Here you add your armor to a variable and can do stuff with it later
; Meanwhile, OnItemAdded will keep checking whatever is added to the player, but only cares about myArmor.Until you change the event filter.
Armor kArmor = akBaseItem as Armor
; Getting around GetItemCount's issue with properties, hopefully, and calling it on the variable.
Int iMyArmorCount = Game.GetPlayer().GetItemCount(kArmor)
; Print how many of myArmor was added,OR print how many instances of the object that is identicial to myArmor's base object.
debug.messagebox("Total Armor Count " +iMyArmorCount)
endif
; If you're done with this event, remove the filter.
; This is called after everything is done above.
RemoveAllInventoryEventFilters()
EndEvent
Scriptname SimpleTestScript extends ObjectReference
Actor property PlayerRef auto
Message property SimpleMessage auto
Float CurrentPlayerLevel
Int iCount
Bool bLockLevel = true
Event OnRead()
Menu()
EndEvent
Function Menu(Int aiButton=0)
aiButton = SimpleMessage.Show()
; before doing anything we need to check the player's level for any level ups.
if (CurrentPlayerLevel != 0)
if CurrentPlayerLevel < PlayerRef.GetLevel()
; Unlock
bLocklevel = false
; reset iCount
iCount = 0
endif
endif
if aiButton == 0 ; Advance skill.
AdvanceSkillEx("Destruction", 450.0, 5)
elseif aiButton == 1 ; Cancel.
return
endif
EndFunction
Function AdvanceSkillEx(String asSkillName, Float afValue, Int aiClampValue=0)
if (bLockLevel == true)
; Let's say Player is level 50. This variable will store that.
CurrentPlayerLevel = PlayerRef.GetLevel()
debug.notification("CurrentPlayerLevel: " +CurrentPlayerLevel)
; Lock this level so its not updated, UNLESS the player levels up and becomes higher than this value.
elseif bLockLevel == false
CurrentPlayerLevel = PlayerRef.GetLevel()
bLockLevel = true
endif
;If the player is still level 50. Keep counting the times advance skill was called.
if CurrentPlayerLevel == PlayerRef.GetLevel()
if iCount != aiClampValue
Game.AdvanceSkill(asSkillName, afValue)
iCount += 1
debug.notification("iCount: " +iCount)
; Everytime advanceskill is called, iCount goes up until it reaches the clamp value.
endif
endif
EndFunction