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var data = {"lootVersion": "0.5.0", "masterlist": {"updaterEnabled": "Enabled", "revision": "74b292d75", "date": "2014-06-19"}, "plugins": [{"name": "Skyrim.esm", "isActive": false, "crc": "C665FD56", "isDirty": false}, {"name": "Update.esm", "isActive": false, "crc": "75967E61", "tagsAdd": ["Delev", "Relev"], "isDirty": false}, {"name": "Dawnguard.esm", "isActive": false, "crc": "DACA1057", "tagsAdd": ["Delev", "Relev"], "isDirty": false}, {"name": "HearthFires.esm", "isActive": false, "crc": "175CA5DD", "isDirty": false}, {"name": "Dragonborn.esm", "isActive": false, "crc": "5CB90338", "isDirty": false}, {"name": "HighResTexturePack01.esp", "isActive": false, "crc": "D596F02A", "isDirty": false}, {"name": "HighResTexturePack02.esp", "isActive": false, "crc": "D596F02A", "isDirty": false}, {"name": "HighResTexturePack03.esp", "isActive": false, "crc": "D596F02A", "isDirty": false}, {"name": "EgocaribAutoSave.esp", "isActive": false, "crc": "AFEC975B", "isDirty": false}, {"name": "EgocaribTrainerLimit.esp", "
output
EnchantReloadFix SKSE Plugin
by egocarib
{ Fixes player-enchanted items having inflated gold value }
{ and draining higher amounts of charge after game reload }
Building Event Sinks...
Initializing...
EnchantmentItem* __stdcall CraftWeaponEnchantment(UInt32 type, tArray<MagicItem::EffectItem>* effectArray, EnchantmentItem* createdEnchantment/*, UInt32 type*/)
{
enum
{
kType_ArmorEnchantment,
kType_WeaponEnchantment
};
if (type == kType_WeaponEnchantment) _MESSAGE("-----------------------weapon enchantment-----------------------");
else if (type == kType_ArmorEnchantment) _MESSAGE("-----------------------armor enchantment-----------------------");
EventResult TESHitEventHandler::ReceiveEvent(TESHitEvent* evn, EventDispatcher<TESHitEvent>* dispatcher)
{
_MESSAGE("0");
if (evn->caster->baseForm != (*g_thePlayer)->baseForm)
return kEvent_Continue; //Ignore non-player attackers
_MESSAGE("1");
EnchantmentItem* enchantment = evn->GetMagicHitEnchantment();
_MESSAGE("2");
if (!enchantment) //Can't retrieve enchantment info
return kEvent_Continue;
EventResult TESHitEventHandler::ReceiveEvent(TESHitEvent* evn, EventDispatcher<TESHitEvent>* dispatcher)
{
_MESSAGE("0");
if (evn->caster->baseForm != (*g_thePlayer)->baseForm)
return kEvent_Continue; //Ignore non-player attackers
_MESSAGE("1");
EnchantmentItem* enchantment = evn->GetMagicHitEnchantment();
_MESSAGE("2");
if (!enchantment) //Can't retrieve enchantment info
return kEvent_Continue;
//EnchantmentFrameworkAPI.h (Shared by both dlls)
struct EnchantmentFrameworkInterface
{
enum { kInterfaceVersion = 1 };
UInt32 version;
std::vector<EnchantmentItem*> (* GetAllCraftedEnchantments)(); //get all player-created persistent enchantments
bool (* GetCraftedEnchantmentParents)(EnchantmentItem* customEnchantment, std::vector<EnchantmentItem*> &baseList); //get base enchantments that were originally combined to craft this custom enchantment
};
string a2 = "NPC";
if (this.Property.ContainsKey("Role"))
{
a2 = this.Property["Role"];
}
if (a2 == "Minion" && (statistic.Name == "Strength" || statistic.Name == "Agility" || statistic.Name == "Toughness" || statistic.Name == "Willpower" || statistic.Name == "Intelligence" || statistic.Name == "Ego"))
{
statistic.Boost--;
}
int num2 = 0;
@egocarib
egocarib / from_GameObject.cs
Created July 6, 2019 17:15
sValue calculation
string a2 = "NPC";
if (this.Property.ContainsKey("Role"))
{
a2 = this.Property["Role"];
}
if (a2 == "Minion" && (statistic.Name == "Strength" || statistic.Name == "Agility" || statistic.Name == "Toughness" || statistic.Name == "Willpower" || statistic.Name == "Intelligence" || statistic.Name == "Ego"))
{
statistic.Boost--;
}
int num2 = 0;
@egocarib
egocarib / Qud Event Names.cs
Created July 11, 2019 23:16
Qud Event Names
"AccomplishmentAdded"
"ActivateFabricateFromSelf"
"ActivateSkyshroud"
"AddedToInventory"
"AddFood"
"AddWater"
"AdjustWeaponScore"
"AfterCriticalHit"
"AfterLookedAt"
"AfterMoved"
ScreenBuffer scrapBuffer = ScreenBuffer.GetScrapBuffer2(true); //copy the scrapbuffer
TileMaker tileMaker = new TileMaker("Great Magma Crab"); //you can pass a GameObject or a blueprint string to the TileMaker
tileMaker.WriteTileToBuffer(scrapBuffer, 10, 20); //enter x,y coordinates where you want to draw the tile on screen
Popup._TextConsole.DrawBuffer(scrapBuffer, null, false); //draw the scrapbuffer