Could Someone Compile A Script For Me?

Post » Mon Jan 12, 2015 1:36 am

I am in a pickle. I need to release a quickfix for my mod but I don't have nor will have for the forseable future, access to my desktop, where skyrim is installed. I could install it on this laptop but the connection where I am right now is monumentally slow. Downloading GBs of data is out of the question.

So I was hoping one of you guys would be so kind to compile a script for me. It is in moments like this I wish Azsteve would have finished his papyrus compiler... But I digress, please let me know if you are able/willing to help.

Thank you.

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Nick Tyler
 
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Joined: Thu Aug 30, 2007 8:57 am

Post » Sun Jan 11, 2015 8:49 pm

What script?

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Charles Weber
 
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Joined: Wed Aug 08, 2007 5:14 pm

Post » Sun Jan 11, 2015 6:06 pm

It's one of the scripts of my mod. I was going to send the script to whoever offered to help, but since it's just a text file I might as well just post it here:

Spoiler
ScriptName HM_Actor Extends Quest ConditionalHM_Mod Property _mod Auto;SmithingPerk Property steelSmithing AutoPerk Property ArcaneBlacksmith AutoPerk Property DwarvenSmithing AutoPerk Property OrcishSmithing AutoPerk Property EbonySmithing AutoPerk Property DaedricSmithing AutoPerk Property ElvenSmithing AutoPerk Property AdvancedArmors AutoPerk Property GlassSmithing AutoPerk Property DragonArmor Auto;EnchantingPerk Property Enchanter00 AutoPerk Property Enchanter20 AutoPerk Property Enchanter40 AutoPerk Property Enchanter60 AutoPerk Property Enchanter80 AutoPerk Property FireEnchanter AutoPerk Property FrostEnchanter AutoPerk Property StormEnchanter AutoPerk Property InsightfulEnchanter AutoPerk Property CorpusEnchanter AutoPerk Property ExtraEffect AutoPerk Property SoulSqueezer AutoPerk Property SoulSiphon AutoPerk Property StopSkillGain AutoFloat Property player_skill Auto HiddenString Property crafting_discipline Auto HiddenInt Property crafting_service Auto HiddenFloat Property minimum_skill_level AutoFloat Property maximum_skill_level AutoForm[] Property player_perks Auto HiddenActor Property player AutoActor Property vendor Auto HiddenActor Property sale_merchant AutoActor Property mannequin AutoRace Property orc_race AutoFaction Property smithing_faction AutoFaction Property enchanting_faction AutoBool Property enchanting Auto ConditionalBool Property tempering Auto ConditionalBool Property crafting Auto ConditionalBool Property inform_player_order_ready Auto ConditionalBool Property vendors_have_basic_mats AutoBool Property vendors_know_basic_enchantments AutoBool Property lore_based_smithing AutoBool Property npc_skill_rebalance AutoFloat Property craft_price_multiplier AutoFloat Property enchant_price_multiplier AutoFloat Property recharge_price_multiplier AutoFloat Property temper_price_multiplier AutoFloat Property retrieval_time AutoFloat Property time_order_placed Auto HiddenFormList Property enchantments AutoPerk[] perksForm[] known_enchantmentsInt max_smith_indexInt max_enchant_indexFunction addPerks (Bool remove = False)        Int increment = 2    Int counter    Int last_perk_index    If (crafting_discipline == "Smithing")                last_perk_index = max_smith_index            Else                 last_perk_index = max_enchant_index        counter = 1    EndIf    Int perk_amount = (player.GetActorValue(crafting_discipline) / (100.0 / last_perk_index))As Int    If (crafting_discipline == "Smithing")        If (perk_amount % 2)            perk_amount += 1        EndIf        If (lore_based_smithing && (vendor.GetRace() == orc_race && perk_amount < perks.Find(OrcishSmithing) ) )            perk_amount = perks.Find(OrcishSmithing)        EndIf    ElseIf (!(perk_amount % 2) )        perk_amount += 1    EndIf        If (!remove)                While (counter <= perk_amount)                            If (player.HasPerk(perks[counter]))                player_perks[counter] = perks[counter]            Else                player.AddPerk(perks[counter])                            EndIf            counter += increment        EndWhile            Else        While (counter <= perk_amount)            If (player_perks.Find(perks[counter]) < 0)                player.RemovePerk(perks[counter])            EndIf            counter += increment        EndWhile                EndIf        EndFunctionFunction modifySkillLevel (Bool restore = False)    If (restore)        player.ForceActorValue(crafting_discipline, player_skill)        Return        ElseIf (crafting_service != 4)        crafting_discipline = "Smithing"                Else        crafting_discipline = "Enchanting"    EndIf        Float skill_level = vendor.GetActorValue(crafting_discipline)    If (npc_skill_rebalance)        Float adjusted_skill = Math.Ceiling(((skill_level / vendor.GetLevel() ) * (maximum_skill_level / 10) ) )        If (adjusted_skill >= skill_level && adjusted_skill > minimum_skill_level)            skill_level = adjusted_skill        Else            adjusted_skill = (vendor.GetLevel() * 3)            If (adjusted_skill > skill_level)                skill_level = adjusted_skill            EndIf        EndIf    EndIf    If (skill_level < minimum_skill_level)        skill_level = minimum_skill_level    ElseIf (skill_level > maximum_skill_level)        skill_level = maximum_skill_level    EndIf    player_skill = player.GetBaseActorValue(crafting_discipline)            player.ForceActorValue(crafting_discipline, skill_level)    EndFunctionFunction initializePerks ()            perks = New Perk[64]    perks[0] = StopSkillGain    perks[2] = steelSmithing                perks[4] = DwarvenSmithing            perks[6] = ElvenSmithing            perks[8] = OrcishSmithing    perks[10] = AdvancedArmors    perks[12] = ArcaneBlacksmith    perks[14] = GlassSmithing    perks[16] = EbonySmithing    perks[18] = DaedricSmithing    perks[20] = DragonArmor            perks[1] = StopSkillGain    perks[3] = Enchanter00        perks[5] = Enchanter20            perks[7] = FireEnchanter            perks[9] = Enchanter40    perks[11] = FrostEnchanter        perks[13] = InsightfulEnchanter    perks[15] = StormEnchanter        perks[17] = Enchanter60    perks[19] = CorpusEnchanter    perks[21] = Enchanter80            perks[23] = ExtraEffect        perks[25] = SoulSqueezer    perks[27] = SoulSiphon    max_smith_index = 20    max_enchant_index = 27EndFunctionBool Function checkPerkList ()    Int counter        Int smallest_index ; = (max_enchant_index < max_smith_index ? max_enchant_index : max_smith_index)    Int greatest_index ; = (max_enchant_index > max_smith_index ? max_enchant_index : max_smith_index)    If (max_smith_index > max_enchant_index)        smallest_index = max_enchant_index        greatest_index = max_smith_index    Else        smallest_index = max_smith_index        greatest_index = max_enchant_index    EndIf    While (counter <= greatest_index)        If ((!perks[counter] && counter <= smallest_index) || (!perks[counter] && counter <= greatest_index && ((greatest_index%2 && counter%2) || (!(greatest_index%2) && !(counter%2) ) ) ) )            Debug.MessageBox(_mod.inform("error_perks") )            Return False        EndIf        counter += 1    EndWhile    Return TrueEndFunctionActor Function scan ()    Float posX = player.GetPositionX()    Float posY = player.GetPositionY()    Float posZ = player.GetPositionZ()    Float rotation = player.GetAngleZ()    Float distance = 128.0    Float offsetX = (Math.sin(rotation) * distance) + posX    Float offsetY = (Math.cos(rotation) * distance) + posY            Return Game.FindClosestActor(offsetX, offsetY, posZ, 256)EndFunctionFunction addNPCToFaction (Bool smithing)    Actor npc = scan()    If (smithing)        npc.AddToFaction(smithing_faction)    Else        npc.AddToFaction(enchanting_faction)    EndIf    Debug.MessageBox(npc.GetBaseObject().GetName() + " has been added." )EndFunctionFunction learnEnchantments (Bool learn = True)    Int enchantment_number = enchantments.GetSize()    Form current_enchantment    While (enchantment_number)        enchantment_number -= 1        current_enchantment = enchantments.GetAt(enchantment_number)        current_enchantment.setPlayerKnows(learn)    EndWhileEndFunctionFunction resetPerks ()    player.SetActorValue ("smithing", 10)    player.SetActorValue ("enchanting", 10)    Int perk_number = perks.Find(None)    While (perk_number)        perk_number -= 1        player.RemovePerk(perks[perk_number])    EndWhileEndFunction

Thanks.

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Melanie
 
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Joined: Tue Dec 26, 2006 4:54 pm


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