Here is my script (from a coming skinning and others new skill system)
Scriptname FRON_onDeath Extends Actor {This script fire in the on death event of animals, to check the skinning skill}import utilityimport GlobalVariablebool ranOnceint critical_failure = 5int failure = 13int success = 20int xp_gainedglobalVariable Property fron_skinning_experience autoEvent onActivate(ObjectReference akActionRef) if (ranOnce == FALSE) int random = RandomInt(1,8) random *= 2 if random <= critical_failure ;echec critique xp_gained = RandomInt(1,6)*2 debug.messageBox("Vous avez fait un échec critique. Vous avez gagné " + xp_gained as string + "xps.") elseif random > critical_failure && random <= failure ;echec xp_gained = RandomInt(1,6) debug.messageBox("Vous avez fait un échec. Vous avez gagné " + xp_gained as string + "xps.") elseif random > failure && random <= success ;réussite simple xp_gained = RandomInt(1,6) debug.messageBox("Vous avez fait une réussite. Vous avez gagné " + xp_gained as string + "xps.") else ;réussite critique xp_gained = RandomInt(1,3) debug.messageBox("Vous avez fait une réussite critique. Vous avez gagné " + xp_gained as string + "xps.") endif int tempSkinningLevel = fron_skinning_experience.getValueInt() debug.messageBox("experience actuelle en skinning est de "+ tempSkinningLevel as string) tempSkinningLevel = xp_gained + tempSkinningLevel debug.messageBox("experience totale avec le bonus de "+ xp_gained as string + "xp est de " + tempSkinningLevel as string ) fron_skinning_experience.setValueInt(tempSkinningLevel) debug.messageBox("Your new skinning level is " + fron_skinning_experience as string + " XPs.") ranOnce = TRUE endifendEvent The above script compiles fine.What I simply want is the skinning skill experience integer to be stored, so that it grows steadily as the player skins stuffs. And it will be a basis for me to create other stuffs of course...
