void LevelupDialog::onOkButtonClicked(MyGUI::Widget* sender) { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats (player); if (mSpentAttributes.size() < mCoinCount) MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage36}"); else { // increase attributes for (unsigned int i = 0; i < mCoinCount; ++i) { MWMechanics::AttributeValue attribute = pcStats.getAttribute(mSpentAttributes[i]); attribute.setBase(attribute.getBase() + pcStats.getLevelupAttributeMultiplier(mSpentAttributes[i])); if (attribute.getBase() >= 100) attribute.setBase(100); pcStats.setAttribute(mSpentAttributes[i], attribute); } pcStats.levelUp(); MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Levelup); } }
void Player::setWerewolfSkillsAttributes() { const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>(); MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer()); for(size_t i = 0;i < ESM::Attribute::Length;++i) { // Oh, Bethesda. It's "Intelligence". std::string name = "fWerewolf"+((i==ESM::Attribute::Intelligence) ? std::string("Intellegence") : ESM::Attribute::sAttributeNames[i]); MWMechanics::AttributeValue value = stats.getAttribute(i); value.setBase(int(gmst.find(name)->getFloat())); stats.setAttribute(i, value); } for(size_t i = 0;i < ESM::Skill::Length;i++) { // Acrobatics is set separately for some reason. if(i == ESM::Skill::Acrobatics) continue; // "Mercantile"! >_< std::string name = "fWerewolf"+((i==ESM::Skill::Mercantile) ? std::string("Merchantile") : ESM::Skill::sSkillNames[i]); MWMechanics::SkillValue value = stats.getSkill(i); value.setBase(int(gmst.find(name)->getFloat())); stats.setSkill(i, value); } }