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  1. I'm trying to create a mod that bypasses the need to use Death Alternative with Simple Slavery as I can never get the former to damn well work. It's supposed to check when the player has been defeated through any Defeat type mod (by checking a player's health at the moment an aggressive SexLab animation starts) and give a configurable chance of teleporting you to the Simple Slavery market.   But I'm clearly missing something key as the only debug message I've inserted that I've managed to trigger is the one to check whether the mod's active. It may be because I'm iffy on how to use StorageUtil - do I need to declare it in the scripts like you do with SexLab or something? It may be any number of other things as I'm still so new at scripting. Here's the MCM menu script:   ScriptName SimplerSlaveryTriggerScript Extends Quest SexLabFramework Property SexLab Auto SimplerSlaveryMCMScript Property Config Auto ObjectReference Property sslv_cagemark2 Auto Actor Player Event OnInit() RegisterForModEvent("AnimationStart", "CheckDefeated") Debug.Notification("Simpler Slavery Detected") EndEvent event CheckDefeated(string eventName, string argString, float argNum, form sender) int SRSModOnInt = StorageUtil.GetIntValue(none, "SRSModOn") if SRSModOnInt == 0 Debug.Notification("Mod active check failed") return endif Debug.Notification("Mod active check passed") int SRSMinHealthInt = StorageUtil.GetIntValue(none, "SRSMinHealth") If Player.getav("Health") > SRSMinHealthInt Debug.Notification("Health threshold check failed") return endif Debug.Notification("Health threshold check passed") sslThreadController controller = SexLab.HookController(argString) if !controller.HasPlayer Debug.Notification("Player involvement check failed") return endif Debug.Notification("Player involvement check passed") actor victim = SexLab.HookVictim(argString) if victim != player Debug.Notification("Player is victim check failed") return endif RegisterForModEvent("AnimationEnd", "EnslavePlayerEvent") Debug.Notification("Player is victim check passed") EndEvent event EnslavePlayerEvent(string eventName, string argString, float argNum, form sender) UnregisterForModEvent("AnimationEnd") int SRSEnslaveInt = StorageUtil.GetIntValue(none, "SRSChanceofEnslave") int random = Utility.RandomInt(0, 99) if random > SRSEnslaveInt Debug.Notification("Random roll failed") return endif Debug.Notification("Random roll passed") Game.GetPlayer().MoveTo(sslv_cagemark2) EndEvent