gerra6 Posted November 22, 2012 Posted November 22, 2012 I've finished primary coding on a new streamlined breakundies framework that removes all object/item/etc dependencies from the breakundies system. It uses the model path, and the model path alone, to determine whether or not to trigger break events on a given piece of armor. (This means that it works for player enchanted items, and armor from any mod so long as it's nif paths are contained in the ini file.) So, I'd like to ensure Lovers compatibility. Can anyone tell me how the current Lover Breakundies calls function? Does Lovers send a function call to Breakundies, or does it merely lower the condition of armor? On a related note, what is the best call to use if I want to ensure that the BU checks are running on NPC's engaged in lovers acts? (that is, something along the lines of callsomeloversfunction(NPCID) ---> returns state, or perhaps callsomeotherloversfunction ---> returns array/list/etc of all NPCS under lovers control)
movomo Posted November 22, 2012 Posted November 22, 2012 So' date=' I'd like to ensure Lovers compatibility. Can anyone tell me how the current Lover Breakundies calls function? Does Lovers send a function call to Breakundies, or does it merely lower the condition of armor? [/quote'] I heard a block sound when I use that option and get raped by some tough guys. So, I started from that point and found these things: xLoversCmnBreakUndiesPlaySound xLoversCmnAddBreakUndiesMod And from xLoversCmnAddBreakUndiesMod I've found this line. let xLoversPkrQuest.BUModList := ar_Construct Array Text search with BU I've found these xLoversPkrBUBreak xLoversPkrBUBreakMain xLoversPkrBUBreakSub scn xLoversPkrBUBreakSub ;Rev03 BU装備を損傷(それがBU装備であれば実際に耐久を減らす) ref me ref r short pos short per float damage short ret ;破損が進んだら1 short tmps Begin Function { me r pos per } if me==0 || r==0 || per==0 return endif ;その装備がBU対応MODによって作られたものか? if Call xLoversPkrBUCheck r ;耐久度が0よりも上か if me.GetEquippedCurrentHealth pos > 0 ;その装備の最大耐久度から今回減らす値を得る set damage to (GetObjectHealth r) * per / 100 * (-1) ;減らします me.ModEquippedCurrentHealth damage pos set ret to 1 ;printC "Lovers: %n を損傷させました" r endif endif SetFunctionValue ret End Well, I cannot understand this complicated system. They are just bunch of moonrunes for me, but at least I see that it clearly is mere disintegration of the health of armors.
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