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Reorganized mscirpts folder
git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@68 ea6a568a-9f4f-0410-981a-c910a81bb256
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@ -26,43 +26,40 @@
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// (v9).
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// (v9).
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class GameSettings : Object;
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class GameSettings : Object;
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// TODO / FIXME: This file is NOT completely edited. We need to read
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// Most of the comments are copied from MSfD. A bit of cleanup is
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// through this entire file, alongside with the Scripting for Dummies
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// still needed.
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// PDF, to make sure the comments have been copied and placed
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// correctly. Also, there's a question of what we should do with
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// default values - eg. if the user doesn't have Tribunal, do we still
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// need the tribunal-only GMSTs? They should be initialized to their
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// "normal" value by defailt. Dirty GMST entries are handled
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// automatically by the plugin loader, so we don't have to worry about
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// this here.
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// All string values are currently missing. Fix that too.
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// Dirty GMST entries are handled automatically by the plugin loader,
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// so we don't have to worry about this here.
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// Sets the general effectiveness of the repair skill of the
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// character, via the armorer's hammer used
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float fRepairMult;
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float fRepairMult; // Sets the general effectiveness of the repair
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// Tells the game how many points of health are returned to the item
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// skill of the character, via the armorer's hammer
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// when repaired
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// used
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float fRepairAmountMult;
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float fRepairAmountMult; // Tells the game how many points of
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// health are returned to the item when
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// repaired
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// Determines cost for repairing items (Whether calculated from Max
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// Item Health or Item Cost, I'm not sure)
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float fSpellValueMult;
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float fSpellValueMult;
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float fSpellMakingValueMult;
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float fSpellMakingValueMult;
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float fEnchantmentValueMult; // The setting for the price you pay at an enchanter to enchant an item. Linear.
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float fTravelMult; // Sets the cost of Silt Strider and boat travel (I think)
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// Multiplies cost of Travel. Unsure why the number is so high, but
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// The setting for the price you pay at an enchanter to enchant an item. Linear.
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// raising it raises the cost of Fast Travel
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float fEnchantmentValueMult;
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// Sets the cost of Silt Strider and boat travel (I think). Multiplies
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// cost of Travel. Raising it raises the cost of Fast Travel
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float fTravelMult;
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// Tells the game how much time elapses during this sort of travel
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float fTravelTimeMult;
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// Sets the cost of Guild Guide travel
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float fMagesGuildTravel;
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// Is compared to your alchemy skill to determine which of the effects
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// of an ingredient you can see. -(Wakim, Iudas)
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float fWortChanceValue;
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float fTravelTimeMult; // Tells the game how much time elapses during
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// this sort of travel
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float fMagesGuildTravel; // Sets the cost of Guild Guide travel
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float fWortChanceValue; // Is compared to your alchemy skill to
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// determine which of the effects of an
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// ingredient you can see. -(Wakim, Iudas)
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float fMinWalkSpeed; // This is the minimum walking speed of the PC,
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float fMinWalkSpeed; // This is the minimum walking speed of the PC,
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// regardless of stats, skills or encumbrance
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// regardless of stats, skills or encumbrance
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float fMaxWalkSpeed; // This is the maximum walking speed of the PC,
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float fMaxWalkSpeed; // This is the maximum walking speed of the PC,
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@ -2057,7 +2054,7 @@ char[] sThief;
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char[] sWarrior;
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char[] sWarrior;
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char[] sWitchhunter;
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char[] sWitchhunter;
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// Not documented, from Tribunal.esm (after installing Bloodmoon)
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// Not documented, from Tribunal and Bloodmoon
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char[] sTeleportDisabled;
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char[] sTeleportDisabled;
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char[] sLevitateDisabled;
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char[] sLevitateDisabled;
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char[] sWerewolfRefusal;
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char[] sWerewolfRefusal;
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@ -33,8 +33,10 @@ import sound.music;
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// Set up the base Monster classes we need in OpenMW
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// Set up the base Monster classes we need in OpenMW
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void initMonsterScripts()
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void initMonsterScripts()
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{
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{
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// Add the script directory
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// Add the script directories
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MonsterClass.addPath("mscripts/");
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MonsterClass.addPath("mscripts/");
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MonsterClass.addPath("mscripts/cellobjects/");
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MonsterClass.addPath("mscripts/sound/");
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// Make sure the Object class is loaded
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// Make sure the Object class is loaded
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auto mc = new MonsterClass("Object", "object.mn");
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auto mc = new MonsterClass("Object", "object.mn");
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