forked from mirror/openmw-tes3mp
ESSImport: note where skill progress is stored (not converted yet)
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3 changed files with 6 additions and 3 deletions
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@ -409,7 +409,7 @@ private:
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/// Seen responses for a dialogue topic?
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/// Seen responses for a dialogue topic?
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/// Each DIAL record is followed by a number of INFO records, I believe, just like in ESMs
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/// Each DIAL record is followed by a number of INFO records, I believe, just like in ESMs
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/// Dialogue conversion problems (probably have to adjust OpenMW format) -
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/// Dialogue conversion problems:
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/// - Journal is stored in one continuous HTML markup rather than each entry separately with associated info ID.
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/// - Journal is stored in one continuous HTML markup rather than each entry separately with associated info ID.
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/// - Seen dialogue responses only store the INFO id, rather than the fulltext.
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/// - Seen dialogue responses only store the INFO id, rather than the fulltext.
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/// - Quest stages only store the INFO id, rather than the journal entry fulltext.
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/// - Quest stages only store the INFO id, rather than the journal entry fulltext.
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@ -24,6 +24,9 @@ namespace ESSImport
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if (pcdt.mPNAM.mDrawState & PCDT::DrawState_Spell)
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if (pcdt.mPNAM.mDrawState & PCDT::DrawState_Spell)
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out.mObject.mCreatureStats.mDrawState = 2;
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out.mObject.mCreatureStats.mDrawState = 2;
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// TODO: convert PNAM.mSkillProgress, needs to be converted to uniform scale
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// (or change openmw to accept non-uniform skill progress)
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firstPersonCam = (pcdt.mPNAM.mCameraState == PCDT::CameraState_FirstPerson);
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firstPersonCam = (pcdt.mPNAM.mCameraState == PCDT::CameraState_FirstPerson);
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for (std::vector<std::string>::const_iterator it = pcdt.mKnownDialogueTopics.begin();
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for (std::vector<std::string>::const_iterator it = pcdt.mKnownDialogueTopics.begin();
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@ -65,8 +65,8 @@ struct PCDT
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{
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{
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short mDrawState; // DrawState
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short mDrawState; // DrawState
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short mCameraState; // CameraState
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short mCameraState; // CameraState
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unsigned char mLevelProgress;
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unsigned int mLevelProgress;
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unsigned char mUnknown2[111];
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float mSkillProgress[27]; // skill progress, non-uniform scaled
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unsigned char mSkillIncreases[8]; // number of skill increases for each attribute
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unsigned char mSkillIncreases[8]; // number of skill increases for each attribute
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unsigned char mUnknown3[88];
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unsigned char mUnknown3[88];
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};
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};
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