copy of FavorDialogScript file

Post » Fri Nov 16, 2012 5:08 pm

Sooooo I may have deleted this script file thinking that steams validation of files would replace it for me... That was not the case.

Does anyone know where I can get a copy of this file? I kind of need it :D
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Haley Merkley
 
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Joined: Sat Jan 13, 2007 12:53 pm

Post » Fri Nov 16, 2012 8:50 pm

Here:

Spoiler

Scriptname FavorDialogueScript extends Quest  Conditional{functions and properties used by favor dialogue}GlobalVariable Property GameDaysPassed  Auto GlobalVariable Property IntimidateBribeDelayDays  Auto GlobalVariable Property FlatterDelayDays  Auto GlobalVariable Property BribeReward  Auto GlobalVariable Property FlatterReward  Auto GlobalVariable Property IntimidateReward  Auto GlobalVariable Property IntimidateCost  Auto {favor point cost from intimidating}MiscObject Property Gold AutoKeyword Property BrawlKeyword  Auto {used for brawl story event}CompanionsRadiantQuest Property CR04 Auto{One of the Companions quests cares about intimidating someone specific}ReferenceAlias Property MS10Stig Auto{MS10 needs to be told after intimidating Stig}float Property SkillUsePersuade Auto  Conditional{skill uses for flatter (magnitude for AdvanceSkill)}float Property SkillUseBribe Auto  Conditional{skill uses for flatter (magnitude for AdvanceSkill)}float Property SkillUseIntimidate Auto  Conditional{skill uses for flatter (magnitude for AdvanceSkill)}float Property SkillUseMultiplier Auto Conditional{Base multiplier for skill uses. Formula is based off the skill use multiplier set in Speechcraftt}float Property SkillUseGiveGiftMult = 1.0  Auto  Conditional{skill uses for flatter (multipler for for AdvanceSkill magnitude)}GlobalVariable Property SpeechSkillMult  Auto {Global to determine skill uses}import gameimport debug; call this to persuade target actorFunction Persuade(Actor pTarget) trace("Persuade: " + pTarget) ; give player skill uses SkillUseMultiplier = SpeechSkillMult.value SkillUsePersuade = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft") trace(self + "Current Skill uses given: " + SkillUsePersuade + " times the Skill Use Multiplier") AdvanceSkill("Speechcraft", SkillUsePersuade) Game.IncrementStat( "Persuasions" ) if ( Game.QueryStat( "Bribes" ) && Game.QueryStat( "Intimidations" ) )  AddAchievement(28) endifendFunctionFunction ArrestPersuade(Actor pTarget) trace("Persuade: " + pTarget) ; give player skill uses SkillUseMultiplier = SpeechSkillMult.value SkillUsePersuade = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft") AdvanceSkill("Speechcraft", SkillUsePersuade) Game.IncrementStat( "Persuasions" ) if ( Game.QueryStat( "Bribes" ) && Game.QueryStat( "Intimidations" ) )  AddAchievement(28) endif ; set bribed state pTarget.SetBribed()endFunction; call this to bribe target actorFunction Bribe(Actor pTarget) trace("Bribe: " + pTarget) SkillUseMultiplier = SpeechSkillMult.value SkillUseBribe = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft") trace(self + "Current Skill uses given: " + SkillUseBribe + " times the Skill Use Multiplier") if pTarget.GetBribeAmount() <= GetPlayer().GetGoldAmount()  ; remove gold  GetPlayer().RemoveItem(Gold, pTarget.GetBribeAmount())  ; put gold in target  pTarget.AddItem(Gold, pTarget.GetBribeAmount())  ; set bribed state  pTarget.SetBribed()  ; give player skill uses  AdvanceSkill("Speechcraft", SkillUseBribe)  ; increment game stats  Game.IncrementStat( "Bribes" )  if ( Game.QueryStat( "Persuasions" ) && Game.QueryStat( "Intimidations" ) )   Game.AddAchievement(28)  endif endifendFunction; call this to intimidate target actorFunction Intimidate(Actor pTarget) trace("Intimidate: " + pTarget)  SkillUseMultiplier = SpeechSkillMult.value SkillUseIntimidate = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft") trace(self + "Current Skill uses given: " + SkillUseIntimidate + " times the Skill Use Multiplier") ; intimidate actor pTarget.SetIntimidated() ; give player skill uses. don't if the Brawl quest is running, don't track intimidation stats for Brawl If DGintimidateQuest.IsRunning() == False  AdvanceSkill("Speechcraft", SkillUseIntimidate)  Game.IncrementStat( "Intimidations" )  if ( Game.QueryStat( "Persuasions" ) && Game.QueryStat( "Bribes" ) )   Game.AddAchievement(28)  endif EndIf if ( CR04.IsRunning() && (10 == CR04.GetStage()) )  (CR04 as CR04QuestScript).CheckIntimidate(pTarget) endif if (pTarget == MS10Stig.GetActorReference())  (MS10Stig.GetOwningQuest() as MS10QuestScript).GetErDoneWithStig() endifendFunction; call this to initiate brawl quest through story managerFunction Brawl(Actor pTarget, Actor pTargetFriend = None) trace("Brawl: " + pTarget + ", friend=" + pTargetFriend) BrawlKeyword.SendStoryEvent(None, pTarget, pTargetFriend)endFunction; call this to give gift to target actorFunction GiveGift(Actor pTarget) FormList giftFilter = pTarget.GetActorBase().GetGiftFilter() trace("Give Gift: " + pTarget + ", gift filter = " + giftFilter) int favorPointsEarned = pTarget.ShowGiftMenu(true, giftFilter) ; TEMP cap until we have a formula for this: if favorPointsEarned > 100  favorPointsEarned = 100 endif ; give player skill uses trace("Give Gift: " + favorPointsEarned * SkillUseGiveGiftMult + " skill uses earned") AdvanceSkill("Speechcraft", favorPointsEarned * SkillUseGiveGiftMult)endFunctionQuest Property DGIntimidateQuest  Auto 
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Sammi Jones
 
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Post » Fri Nov 16, 2012 6:48 pm

Thanks mate :)
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Anna S
 
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