Normalement, il n'y a que ce script à modifier, les autres peuvent être laissés tranquilles.
Essaye de coller ça dans l'entrée SCTX du script "T_ScGlobal_LoopTR" dans EET, puis valide-le et sauvegarde le plugin :
Code : Tout sélectionner
Begin T_ScGlobal_LoopTR
; This script will keep track of which exterior cell the player character is, and also determine
; in which TR map the cell is. Bethesda land is considered as TR map 0.
float xpos
float ypos
short control
if ( CellChanged )
else
return
endif
if ( MenuMode )
return
endif
if ( GetPCCell "Longsanglot" )
set TR_MapPos to 0
endif
if ( GetInterior == 1 )
return
endif
; if ( TR_Test )
; Player->AddItem "T_TestSkull" 1
; set TR_Test to 0
; endif
set xpos to ( Player->GetPos x )
set ypos to ( Player->GetPos y )
if ( xpos < 0 )
set control to ( ( xpos / 8192 ) - 1 )
set TR_CellX to control
else
set control to ( xpos / 8192 )
set TR_CellX to control
endif
if ( ypos < 0 )
set control to ( ( ypos / 8192 ) - 1 )
set TR_CellY to control
else
set control to ( ypos / 8192 )
set TR_CellY to control
endif
if ( TR_CellY < -30 )
; Southern maps
if ( TR_CellX > 9 )
set TR_MapPos to 6
return
else
set TR_MapPos to 7
return
endif
elseif ( TR_CellX < 5 )
; Western Maps
if ( TR_CellY > -6 )
set TR_MapPos to 5
return
else
set TR_MapPos to 4
return
endif
else
; Eastern Maps
if ( TR_CellY < -15 )
set TR_MapPos to 3
return
elseif ( TR_CellY < 8)
set TR_MapPos to 2
return
else
set TR_MapPos to 1
return
endif
endif
End