Scriptname DivineGifts_LevelingStats_Script extends ObjectReferenceActor Property ActorOwningScript AutoInt Property StartingLevel_of_ScriptOwner AutoInt Property level_old AutoInt Property level_new AutoFloat Property Weight_of_Health_from_Class AutoFloat Property Weight_of_Magicka_from_Class AutoFloat Property Weight_of_Stamina_from_Class AutoFloat Property Weight_of_OneHanded_from_Class AutoFloat Property Weight_of_TwoHanded_from_Class AutoFloat Property Weight_of_Archery_from_Class AutoFloat Property Weight_of_Block_from_Class AutoFloat Property Weight_of_Smithing_from_Class AutoFloat Property Weight_of_HeavyArmor_from_Class AutoFloat Property Weight_of_LightArmor_from_Class AutoFloat Property Weight_of_Pickpocket_from_Class AutoFloat Property Weight_of_Lockpicking_from_Class AutoFloat Property Weight_of_Sneak_from_Class AutoFloat Property Weight_of_Alchemy_from_Class AutoFloat Property Weight_of_Speech_from_Class AutoFloat Property Weight_of_Alteration_from_Class AutoFloat Property Weight_of_Conjuration_from_Class AutoFloat Property Weight_of_Destruction_from_Class AutoFloat Property Weight_of_Illusion_from_Class AutoFloat Property Weight_of_Restoration_from_Class AutoFloat Property Weight_of_Enchanting_from_Class AutoFloat Property Start_Health AutoFloat Property Start_Magicka AutoFloat Property Start_Stamina AutoFloat Property Start_OneHanded AutoFloat Property Start_TwoHanded AutoFloat Property Start_Archery AutoFloat Property Start_Block AutoFloat Property Start_Smithing AutoFloat Property Start_HeavyArmor AutoFloat Property Start_LightArmor AutoFloat Property Start_Pickpocket AutoFloat Property Start_Lockpicking AutoFloat Property Start_Sneak AutoFloat Property Start_Alchemy AutoFloat Property Start_Speech AutoFloat Property Start_Alteration AutoFloat Property Start_Conjuration AutoFloat Property Start_Destruction AutoFloat Property Start_Illusion AutoFloat Property Start_Restoration AutoFloat Property Start_Enchanting AutoFloat HealthMagickaStamina_Points_per_level = 10.0Float Skill_Points_per_level = 8.0Float Sum_of_weights_of_HMS_Points = 0.0Float Sum_of_weights_of_Skill_Points = 0.0Float NPCs_Health_Bonus_per_level = 5.0;Int level_old = 1;Int level_new = 1Int level_difference = 0Event OnInit()RegisterForUpdate(10) ;update co 10 sekund czasu rzeczywistegoendEventEvent OnUpdate();UpdateStats()CheckANDSetStats();Debug.Notification(ActorOwningScript.GetBaseActorValue("Health"));Debug.Notification("OK")endEventFunction SetDefaultStats()If(!Start_Health) Start_Health = 50.0EndIfIf(!Start_Magicka) Start_Magicka = 50.0EndIfIf(!Start_Stamina) Start_Stamina = 50.0EndIfIf(!Start_OneHanded) Start_OneHanded = 15.0EndIfIf(!Start_TwoHanded) Start_TwoHanded = 15.0EndIfIf(!Start_Archery) Start_Archery = 15.0EndIfIf(!Start_Block) Start_Block = 15.0EndIfIf(!Start_Smithing) Start_Smithing = 15.0EndIfIf(!Start_HeavyArmor) Start_HeavyArmor = 15.0EndIfIf(!Start_LightArmor) Start_LightArmor = 15.0EndIfIf(!Start_Pickpocket) Start_Pickpocket = 15.0EndIfIf(!Start_Lockpicking) Start_Lockpicking = 15.0EndIfIf(!Start_Sneak) Start_Sneak = 15.0EndIfIf(!Start_Alchemy) Start_Alchemy = 15.0EndIfIf(!Start_Speech) Start_Speech = 15.0EndIfIf(!Start_Alteration) Start_Alteration = 15.0EndIfIf(!Start_Conjuration) Start_Conjuration = 15.0EndIfIf(!Start_Destruction) Start_Destruction = 15.0EndIfIf(!Start_Illusion) Start_Illusion = 15.0EndIfIf(!Start_Restoration) Start_Restoration = 15.0EndIfIf(!Start_Enchanting) Start_Enchanting = 15.0EndIfendFunctionFunction CheckANDSetStats()SetDefaultStats()Float Sum_of_weights_of_HMS_Points2 = 0.0Float Sum_of_weights_of_Skill_Points2 = 0.0Float CurrentLevel0 = ActorOwningScript.GetLevel() as floatFloat CurrentLevel = CurrentLevel0 - 1.0Sum_of_weights_of_HMS_Points2 = Weight_of_Health_from_Class + Weight_of_Magicka_from_Class + Weight_of_Stamina_from_ClassSum_of_weights_of_Skill_Points2 = Weight_of_OneHanded_from_Class + Weight_of_TwoHanded_from_Class + Weight_of_Archery_from_Class + Weight_of_Block_from_Class + Weight_of_Smithing_from_Class + Weight_of_HeavyArmor_from_Class + Weight_of_LightArmor_from_Class + Weight_of_Pickpocket_from_Class + Weight_of_Lockpicking_from_Class + Weight_of_Sneak_from_Class + Weight_of_Alchemy_from_Class + Weight_of_Speech_from_Class + Weight_of_Alteration_from_Class + Weight_of_Conjuration_from_Class + Weight_of_Destruction_from_Class + Weight_of_Illusion_from_Class + Weight_of_Restoration_from_Class + Weight_of_Enchanting_from_ClassFloat New_Health = Start_Health + CurrentLevel * (NPCs_Health_Bonus_per_level + (Weight_of_Health_from_Class / Sum_of_weights_of_HMS_Points2) * HealthMagickaStamina_Points_per_level)Float New_Magicka = Start_Magicka + CurrentLevel * (Weight_of_Magicka_from_Class / Sum_of_weights_of_HMS_Points2) * HealthMagickaStamina_Points_per_levelFloat New_Stamina = Start_Stamina + CurrentLevel * (Weight_of_Stamina_from_Class / Sum_of_weights_of_HMS_Points2) * HealthMagickaStamina_Points_per_levelFloat New_OneHanded = Start_OneHanded + CurrentLevel * (Weight_of_OneHanded_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_TwoHanded = Start_TwoHanded + CurrentLevel * (Weight_of_TwoHanded_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Archery = Start_Archery + CurrentLevel * (Weight_of_Archery_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Block = Start_Block + CurrentLevel * (Weight_of_Block_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Smithing = Start_Smithing + CurrentLevel * (Weight_of_Smithing_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_HeavyArmor = Start_HeavyArmor + CurrentLevel * (Weight_of_HeavyArmor_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_LightArmor = Start_LightArmor + CurrentLevel * (Weight_of_LightArmor_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Pickpocket = Start_Pickpocket + CurrentLevel * (Weight_of_Pickpocket_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Lockpicking = Start_Lockpicking + CurrentLevel * (Weight_of_Lockpicking_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Sneak = Start_Sneak + CurrentLevel * (Weight_of_Sneak_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Alchemy = Start_Alchemy + CurrentLevel * (Weight_of_Alchemy_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Speech = Start_Speech + CurrentLevel * (Weight_of_Speech_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Alteration = Start_Alteration + CurrentLevel * (Weight_of_Alteration_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Conjuration = Start_Conjuration + CurrentLevel * (Weight_of_Conjuration_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Destruction = Start_Destruction + CurrentLevel * (Weight_of_Destruction_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Illusion = Start_Illusion + CurrentLevel * (Weight_of_Illusion_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Restoration = Start_Restoration + CurrentLevel * (Weight_of_Restoration_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_levelFloat New_Enchanting = Start_Enchanting + CurrentLevel * (Weight_of_Enchanting_from_Class / Sum_of_weights_of_Skill_Points2) * Skill_Points_per_level;If (ActorOwningScript.GetBaseActorValue("Health") < New_Health) ActorOwningScript.SetActorValue("Health", New_Health);EndIf;If (ActorOwningScript.GetBaseActorValue("Magicka") < New_Magicka) ActorOwningScript.SetActorValue("Magicka", New_Magicka);EndIf;If (ActorOwningScript.GetBaseActorValue("Stamina") < New_Stamina) ActorOwningScript.SetActorValue("Stamina", New_Stamina);EndIf;If (ActorOwningScript.GetBaseActorValue("OneHanded") < New_OneHanded) ActorOwningScript.SetActorValue("OneHanded", New_OneHanded);EndIf;If (ActorOwningScript.GetBaseActorValue("TwoHanded") < New_TwoHanded) ActorOwningScript.SetActorValue("TwoHanded", New_TwoHanded);EndIf;If (ActorOwningScript.GetBaseActorValue("Marksman") < New_Archery) ActorOwningScript.SetActorValue("Marksman", New_Archery);EndIf;If (ActorOwningScript.GetBaseActorValue("Block") < New_Block) ActorOwningScript.SetActorValue("Block", New_Block);EndIf;If (ActorOwningScript.GetBaseActorValue("Smithing") < New_Smithing) ActorOwningScript.SetActorValue("Smithing", New_Smithing);EndIf;If (ActorOwningScript.GetBaseActorValue("HeavyArmor") < New_HeavyArmor) ActorOwningScript.SetActorValue("HeavyArmor", New_HeavyArmor);EndIf;If (ActorOwningScript.GetBaseActorValue("LightArmor") < New_LightArmor) ActorOwningScript.SetActorValue("LightArmor", New_LightArmor);EndIf;If (ActorOwningScript.GetBaseActorValue("Pickpocket") < New_Pickpocket) ActorOwningScript.SetActorValue("Pickpocket", New_Pickpocket);EndIf;If (ActorOwningScript.GetBaseActorValue("Lockpicking") < New_Lockpicking) ActorOwningScript.SetActorValue("Lockpicking", New_Lockpicking);EndIf;If (ActorOwningScript.GetBaseActorValue("Sneak") < New_Sneak) ActorOwningScript.SetActorValue("Sneak", New_Sneak);EndIf;If (ActorOwningScript.GetBaseActorValue("Alchemy") < New_Alchemy) ActorOwningScript.SetActorValue("Alchemy", New_Alchemy);EndIf;If (ActorOwningScript.GetBaseActorValue("Speechcraft") < New_Speech) ActorOwningScript.SetActorValue("Speechcraft", New_Speech);EndIf;If (ActorOwningScript.GetBaseActorValue("Alteration") < New_Alteration) ActorOwningScript.SetActorValue("Alteration", New_Alteration);EndIf;If (ActorOwningScript.GetBaseActorValue("Conjuration") < New_Conjuration) ActorOwningScript.SetActorValue("Conjuration", New_Conjuration);EndIf;If (ActorOwningScript.GetBaseActorValue("Destruction") < New_Destruction) ActorOwningScript.SetActorValue("Destruction", New_Destruction);EndIf;If (ActorOwningScript.GetBaseActorValue("Illusion") < New_Illusion) ActorOwningScript.SetActorValue("Illusion", New_Illusion);EndIf;If (ActorOwningScript.GetBaseActorValue("Restoration") < New_Restoration) ActorOwningScript.SetActorValue("Restoration", New_Restoration);EndIf;If (ActorOwningScript.GetBaseActorValue("Enchanting") < New_Enchanting) ActorOwningScript.SetActorValue("Enchanting", New_Enchanting);EndIfActorOwningScript.Disable()ActorOwningScript.Enable()endFunctionThere works only first update after 10s. Next updates don't work - human Actor is not disabled and reenabled.
This script is also attached to 4 other animal actors with different Properties and there it works. If I delete script from animal actors, script in human actor works then correct, but I must have scripts in animal actors too.
What is problem? Please help.
This game is the buggiest game which I have, is almost not playable.
