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- // https://www.nexusmods.com/witcher3/mods/7179?
- // Missing Gwent Cards Tracker (Next-Gen Update)
- // Diffs from modMissingCardTracker-7179-5-0-1671052024 vs stock patch 4.03.
- // What dose these extra code-bits have to do with this Gwent mod, if anything?
- // Note: I've removed some spacing that was added into the modded file, so the line numbers
- // of the original mod @ Nexus may be a little off when searching your copy of the
- // inventoryComponent.ws file.
- // Line 312 of mod.
- var quality : int;
- // Stock patch 4.03 @ line 312 is empty.
- //-------------------------------------------
- // Line 324 of mod.
- quality = RoundMath(CalculateAttributeValue( GetItemAttributeValue(item, 'quality' ) ) );
- if ( quality == 5 ) isWitcherGear = true;
- if ( quality == 4 ) isRelicGear = true;
- // Stock patch 4.03 @ line 324.
- if ( RoundMath(CalculateAttributeValue( GetItemAttributeValue(item, 'quality' ) )) == 5 ) isWitcherGear = true;
- if ( RoundMath(CalculateAttributeValue( GetItemAttributeValue(item, 'quality' ) )) == 4 ) isRelicGear = true;
- //-------------------------------------------
- // Line 362 of mod.
- case 'bolt' :
- itemAttributes.PushBack( GetItemAttributeValue(item, 'SilverDamage') );
- break;
- // Stock patch 4.03 @ line 351 is empty.
- //-------------------------------------------
- // Line 382 of mod.
- if ( itemCategory == 'bolt' )
- {
- if ( quality == 5 ) level = level - 14;
- else if ( quality == 4 ) level = level - 10;
- else if ( quality == 3 ) level = level - 6;
- else if ( quality == 2 ) level = level - 4;
- }
- else if ( isWitcherGear ) level = level - 2;
- else if ( isRelicGear ) level = level - 1;
- // Stock patch 4.03 @ line 366.
- if ( isWitcherGear ) level = level - 2;
- if ( isRelicGear ) level = level - 1;
- //-------------------------------------------
- // Line 775 of mod (added below stock code line 349).
- GetWitcherPlayer().DisplayHudMessage(GetLocStringByKeyExt("panel_alchemy_exception_already_cooked"));
- // Stock patch 4.03 @ line 349.
- LogAssert(false, "CInventoryComponent.GiveItemTo: cannot add singleton item as player already has this item!");
- //-------------------------------------------
- // Line 1655 of mod.
- player.AddCraftingSchematic( itemName, player.GetInventory().ItemHasTag(item, 'NoNotification') );
- // Stock patch 4.03 @ line 1629.
- player.AddCraftingSchematic( itemName );
- //-------------------------------------------
- // Line 2586 of mod.
- theGame.GetDefinitionsManager().GetAbilityAttributeValue( 'Runeword 10 _Stats', 'stamina_runeword_gain', min, max );
- // Stock patch 4.03 @ line 2560.
- theGame.GetDefinitionsManager().GetAbilityAttributeValue( 'Runeword 10 _Stats', 'stamina', min, max );
- //-------------------------------------------
- // Line 2594 of mod.
- theGame.GetDefinitionsManager().GetAbilityAttributeValue( 'Runeword 12 _Stats', 'focus_runeword_gain', min, max );
- // Stock patch 4.03 @ line 2568.
- theGame.GetDefinitionsManager().GetAbilityAttributeValue( 'Runeword 12 _Stats', 'focus', min, max );
- //-------------------------------------------
- // Line 2730 of mod.
- else if(buffType == EET_Cat && attrs[j] == 'critical_hit_chance')
- {
- newAttr.value = val.valueAdditive;
- newAttr.percentageValue = true;
- }
- // Stock patch 4.03 @ line 2702.
- }
- //-------------------------------------------
- // Line 3885 of mod.
- if ( RoundMath( CalculateAttributeValue( GetItemAttributeValue( item, 'quality' ) ) ) == 5 && !ItemHasTag(item, 'noDye') )
- // Stock patch 4.03 @ line 3852.
- if ( RoundMath( CalculateAttributeValue( GetItemAttributeValue( item, 'quality' ) ) ) == 5 )
- //-------------------------------------------
- // Line 3901 of mod.
- ItemHasTag(item, theGame.params.ITEM_SET_TAG_VIPER) ||
- ItemHasTag(item, theGame.params.ITEM_SET_TAG_NETFLIX);
- }
- public final function DetectTagOfASet(item : SItemUniqueId) : name
- {
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_BEAR) )
- return theGame.params.ITEM_SET_TAG_BEAR;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_GRYPHON) )
- return theGame.params.ITEM_SET_TAG_GRYPHON;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_LYNX) )
- return theGame.params.ITEM_SET_TAG_LYNX;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_WOLF) )
- return theGame.params.ITEM_SET_TAG_WOLF;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_RED_WOLF) )
- return theGame.params.ITEM_SET_TAG_RED_WOLF;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_VAMPIRE) )
- return theGame.params.ITEM_SET_TAG_VAMPIRE;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_VIPER) )
- return theGame.params.ITEM_SET_TAG_VIPER;
- if (ItemHasTag(item, theGame.params.ITEM_SET_TAG_NETFLIX) )
- return theGame.params.ITEM_SET_TAG_NETFLIX;
- return '';
- // Stock patch 4.03 @ line 3868.
- ItemHasTag(item, theGame.params.ITEM_SET_TAG_VIPER);
- //-------------------------------------------
- // Line 4084 of mod.
- if(IsItemMask( item ))
- slot = EES_Quickslot2;
- if(slot == EES_Petard2)
- slot == EES_Petard1;
- // Stock patch 4.03 @ line 4026 is empty.
- //-------------------------------------------
- // Line 4323 of mod.
- lvl = RoundF( playerLevel + RandRangeF( 3, 1 ) );
- // Stock patch 4.03 @ line 4259.
- lvl = RoundF( playerLevel + RandRangeF( 1, 0 ) );
- //-------------------------------------------
- // Line 4667 of mod.
- else
- {
- theGame.GetGamerProfile().NoticeAchievementProgress(EA_GwintCollector, foundCardsStringNames.Size(), allStringNamesOfCards.Size());
- }
- // Stock patch 4.03 @ line 4602.
- }
- //-------------------------------------------
- // Line 5449 of mod (OKAY HERE'S THE MOD).
- //modMissingCardTracker start
- // Line 5930 of mod (OKAY HERE'S THE MOD).
- //modMissingCardTracker stop
- // So what's with those other codes added into the inventoryComponent.ws file that aren't stock patch 4.03 code?
- // Maybe - weapon, armor, stats, crafting, etc. mods, that the Modder' had installed, before making this mod public?
- // Can we just add the "commented" //modMissingCardTracker code and forget the rest of the additional "code changes"?
- // I manually "diff" to add script mods myself, I'd like to know what code is truly required for "this" mod to work.
- // Thanks!
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