enderalse/scripts/source/_00e_mq08_questfunctions.psc

478 lines
12 KiB
Plaintext
Raw Normal View History

scriptname _00E_MQ08_Questfunctions extends Quest Conditional
Import _00E_QuestFunctions
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function JesparGivePresent()
PlayerREF.AddItem(_00E_Lehrbuch_Plus2Skillpoints, 1)
EndFunction
Function PortFollowerToNebelhaim()
Levelsystem.RemoveSilence()
_00E_MC_JesparREF.MoveTo(MQ08PortMarker)
If _00E_MC_JesparREF.IsDisabled()
_00E_MC_JesparREF.Enable()
EndIf
_00E_MC_JesparREF.EvaluatePackage()
EndFunction
Function TeleportJesparToTemple()
if _00E_MC_JesparREF.GetDistance(PlayerREF) >= 800
_00E_MC_JesparREF.MoveTo(MQ09a_JesparTemplePortMarkerREF)
EndIf
EndFunction
Function PortKontantinToNebelaim()
_00E_MC_KonstantinREF.MoveTO(MQ08PortMarker)
_00E_MC_JesparREF.EvaluatePackage()
_00E_MC_KonstantinREF.EvaluatePackage()
EndFunction
Function JesparAndConstantineNebelhaimFailsave()
_00E_MC_JesparREF.MoveTo(MQ08PortMarker)
_00E_MC_KonstantinREF.MoveTO(MQ08PortMarker)
EndFunction
Function EnableFollower()
MQ09a_FollowStartBoxREF.Enable()
SetNPCAsCompanion(_00E_MC_JesparREF, True, 350, 400, 100)
EndFunction
Function FollowerStopBeforeTemple()
SetNPCAsCompanion(_00E_MC_JesparREF, False)
EndFunction
Function OpenDoor()
MQ09aDoorRathaus.Lock(False)
MQ09aDoorRathaus.BlockActivation(False)
EndFunction
Function KonstantinMadnessSceneFailsave()
_00E_MC_KonstantinREF.Reset()
_00E_MC_KonstantinREF.MoveTo(MQ08_KonstantinPortMarker02REF)
MQ08_IntoTheDeep_SceneTempleOutside.Stop()
If !MQ08_IntoTheDeep_SceneTempleInside.IsPlaying()
MQ08_IntoTheDeep_SceneTempleInside.ForceStart()
EndIf
EndFunction
Function PortKonstantin()
_00E_MC_KonstantinREF.MoveTo(MQ08PortKonstantinMarker)
EndFunction
Function AddMadnessMusic()
_00E_Music_Special_Event_Dark.Add()
_00E_SilenceTransitionHighPriority.Add()
EndFunction
Function JesparEVP()
Utility.Wait(2.0)
_00E_MC_JesparREF.EvaluatePackage()
EndFunction
Function GoToTrain()
Game.DisablePlayerControls()
Game.FadeOutGame(true, true, 1, 4)
Utility.Wait(2)
FadeToBlackHoldImod.Apply()
MQ08TombKonstantin.Enable()
_00E_MC_KonstantinREF.Disable()
PlayerREF.MoveTo(MQ08PlayerSpawnTomb)
Utility.Wait(2)
_00E_MC_JesparREF.Disable()
_00E_MC_JesparREF.MoveTo(MQ08JesparSpawnTomb)
_00E_MC_JesparREF.Enable()
Utility.Wait(3)
FadeToBlackBackImod.Apply()
FadeToBlackHoldImod.Remove()
Utility.Wait(3)
Game.EnablePlayerControls()
EndFunction
Function SetJesparCombatGlobal(int iValue)
JesparNoCombatComments.SetValue(iValue)
EndFunction
Function AddMusic()
_00E_Music_Special_Character_Jespar_Long.Add()
EndFunction
Function RemoveMusic()
_00E_Music_Special_Character_Jespar_Long.Remove()
EndFunction
function PlayerAIWalk(bool abLockedSight = True)
if abLockedSight == True
Game.SetPlayerAIDriven(True)
Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
NewPlayerRef.ApplyHavokImpulse(1.0, 1.0, 0.0, 25.0)
ElseIf abLockedSight == False
Game.SetPlayerAIDriven(True)
Game.DisablePlayerControls(true, true, true, False, true, true, true, true)
EndIf
endFunction
function PlayerStopAIWalk()
Game.SetPlayerAIDriven(false)
Game.EnablePlayerControls(true, true, true, true, true, true, true, true)
endFunction
Function KonstantinStartCombat()
SetNPCAsCompanion(_00E_MC_JesparREF, True, 350, 400, 100)
;We also need to change Constanine's stats, since they were adjusted upon entering the Living Temple
_00E_MC_KonstantinREF.SetAV("Health", 850)
_00E_MC_KonstantinREF.SetAV("Stamina", 850)
_00E_MC_KonstantinREF.SetAV("Magicka", 240)
_00E_SilenceTransitionHighPriority.Remove()
_00E_Music_Special_Event_Dark.Remove()
_00E_Music_Combat_Epic.Add()
Game.EnablePlayerControls()
Utility.Wait(0.5)
_00E_MC_KonstantinREF.SetGhost(False)
_00E_MC_KonstantinREF.SetActorValue("Aggression", 3)
_00E_MC_KonstantinREF.StartCombat(PlayerREF)
_00E_MC_JesparREF.StartCombat(_00E_MC_KonstantinREF)
EndFunction
Function KillKonstantin()
_00E_MC_KonstantinREF.GetActorBase().SetEssential(False)
_00E_MC_KonstantinREF.Kill(PlayerREF)
SetNPCAsCompanion(_00E_MC_JesparREF, False)
SetStage(155)
EndFunction
Function RemoveCombatMusic()
_00E_Music_Combat_Epic.Remove()
EndFunction
Function HouseSceneDisableControls()
Game.DisablePlayerControls()
EndFunction
Function StartSC06()
Game.EnablePlayerControls()
MQ08_IntoTheDeep_GoToTrain.Stop()
MQ08_IntoTheDeep_GoToTrain2.ForceStart()
If !MQ08_IntoTheDeep_GoToTrain2.IsPlaying()
MQ08_IntoTheDeep_GoToTrain2 = Game.GetForm(0x000E1A26) as Scene
MQ08_IntoTheDeep_GoToTrain2.ForceStart()
EndIf
EndFunction
Function StartSC06_Failsave()
If !MQ08_IntoTheDeep_GoToTrain2.IsPlaying()
MQ08_IntoTheDeep_GoToTrain2.ForceStart()
EndIf
EndFunction
Function StartSC07()
MQ08_IntoTheDeep_GoToTrain3.ForceStart()
If !MQ08_IntoTheDeep_GoToTrain3.IsPlaying()
MQ08_IntoTheDeep_GoToTrain3 = Game.GetForm(0x000E1A12) as Scene
MQ08_IntoTheDeep_GoToTrain3.ForceStart()
EndIf
EndFunction
Function CreatePlayerCopy()
NewPlayer = MQ08PlayerCloneMarker.PlaceActorAtMe(Player)
NewPlayer.RemoveAllItems()
NewPlayerRef = NewPlayer as Actor
NewPlayer.Kill(PlayerREF)
NewPlayerRef.RemoveAllItems()
NewPlayerRef.ApplyHavokImpulse(1.0, 0.5, 0.5, 350.0)
NewPlayerRef.SetOutfit(PrisonerPantsOutfit)
EndFunction
Function PlayStartSound()
_00E_MQ09a_RailwayStartM.Play(PlayerREF)
EndFunction
Function JesparMoveFailsave()
_00E_MC_JesparREF.MoveTo(MQ09a_SC06_JesparFailsaveMarkerREF)
EndFunction
Function AnotherTrainFailsave()
; Prevent the player from leaving the train, but makes Jespar
; enter it.
if _00E_MC_JesparREF.GetParentCell() != PlayerREF.GetParentCell()
if MQ09a_SC06_JesparFailsaveMarkerREF == None
MQ09a_SC06_JesparFailsaveMarkerREF = Game.GetForm(0x00153B4F) as ObjectReference
endif
_00E_MC_JesparREF.MoveTo(MQ09a_SC06_JesparFailsaveMarkerREF)
endif
MQ08TrainDoorRef.SetLockLevel(255)
MQ08TrainDoorRef.Lock()
KillTrainStationEnemies()
EndFunction
Function StartTrainScene()
MQ08_IntoTheDeep_GoToTrain4.ForceStart()
If !MQ08_IntoTheDeep_GoToTrain4.IsPlaying()
MQ08_IntoTheDeep_GoToTrain4 = Game.GetForm(0x000EA944) as Scene
MQ08_IntoTheDeep_GoToTrain4.ForceStart()
EndIf
MQ08TrainDoorRef.BlockActivation(True)
MQ09StaticDoor.enable()
; Give some time for MQ09StaticDoor to appear
While MQ09StaticDoor.Is3DLoaded() == False
; Wait...
EndWhile
MQ08TrainDoorRef.Disable()
If MQ08DwemerSound ; Gavrant: don't know why, but MQ08DwemerSound is currently NONE in the properties
MQ08DwemerSound.enable()
EndIf
iTrainSound = _00E_MQ09a_RailwayLPM.Play(PlayerREF)
While !Done
Game.ShakeCamera(PlayerREF, Utility.RandomFloat(0.05, 0.1), 3)
Utility.Wait(3)
if GetStage() >= 220
Done = True
EndIf
EndWhile
;Deleting the new player. Otherwise certain events in scripts attached to the ActorBase Player get triggered a second time (e.g. OnActorAction in _00E_Game_TalentControlSC)
NewPlayer.Delete()
EndFunction
Function CheckTrainScene()
; Failsave. Not sure if this works.
If !MQ08_IntoTheDeep_GoToTrain4.IsPlaying()
MQ08_IntoTheDeep_GoToTrain4 = Game.GetForm(0x000EA944) as Scene
MQ08_IntoTheDeep_GoToTrain4.ForceStart()
EndIf
EndFunction
Function RefreshCombatState()
While _00E_MC_KonstantinREF.IsDead() == 0 || GetStage() >= 156
_00E_MC_KonstantinREF.StartCombat(_00E_MC_JesparREF)
Utility.Wait(4)
EndWhile
EndFunction
Function RemoveSoundtrack()
_00E_Music_Combat_Epic.Remove()
EndFunction
Function OpenGate()
MQ09a_SC07_RailwayGateREF.TranslateTo(MQ09a_SC07_RailwayGateREF.GetPositionX(), MQ09a_SC07_RailwayGateREF.GetPositionY(), (MQ09a_SC07_RailwayGateREF.GetPositionZ() + 250), 0, 0, 0, 100.0)
_00E_DRSElevatorM.Play(MQ09a_SC07_RailwayGateREF)
EndFunction
Function KillTrainStationEnemies()
; Kill all skeleta in cell MQ08TempleUnderground. This is to avoid
; Jespar running out of the train.
int iIndex = _00E_MQ09a_TrainStationEnemies.GetSize()
while iIndex > 0
iIndex -= 1
Actor akKillMe = _00E_MQ09a_TrainStationEnemies.getAt(iIndex) as Actor
if !akKillMe.IsDead()
akKillMe.kill()
endif
endwhile
EndFunction
Function FadeToBlack()
FadeToBlackImod.Apply()
Utility.Wait(2)
FadeToBlackHoldImod.Apply()
FadeToBlackImod.Remove()
EndFunction
Function PrepareOstianTalk()
_00E_QuestFunctions.PlayerAIWalk()
MQ09a_SC08_PlayerBenchMarker = Game.GetForm(0x00150B74) as ObjectReference
PlayerREF.MoveTo(MQ09a_SC08_PlayerBenchMarker)
EndFunction
Function FadeBack()
JesparNoCombatComments.SetValueInt(0)
If MQ09a_SC08_JesparLoungeMarker == None
MQ09a_SC08_JesparLoungeMarker = Game.GetForm(0x00150B73) as ObjectReference
EndIf
_00E_MC_JesparREF.MoveTo(MQ09a_SC08_JesparLoungeMarker)
Utility.Wait(2)
FadeToBlackBackImod.Apply()
FadeToBlackHoldImod.Remove()
EndFunction
Function StopTrainSound()
Sound.StopInstance(iTrainSound)
EndFunction
Function JesparResetCombatComments()
JesparNoCombatComments.SetValueInt(0)
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
_00E_QuestFunctions Property Levelsystem Auto
bool Done = false;
bool Property bAvoidedQuestion Auto Conditional Hidden
int iTrainSound
Actor NewPlayerRef
Actor NewPlayer
Potion Property _00E_Lehrbuch_Plus2Skillpoints Auto
ActorBase Property Player Auto
Actor Property _00E_MC_JesparREF Auto
Actor Property _00E_MC_KonstantinREF Auto
Actor Property PlayerREF Auto
FormList Property _00E_MQ09a_TrainStationEnemies Auto
ObjectReference Property MQ08PortMarker Auto
ObjectReference Property MQ08PortKonstantinMarker Auto
ObjectReference Property MQ08TombKonstantin Auto
ObjectReference Property MQ08PlayerSpawnTomb Auto
ObjectReference Property MQ08JesparSpawnTomb Auto
ObjectReference Property MQ08PlayerCloneMarker Auto
ObjectReference Property MQ08DwemerSound Auto
ObjectReference Property MQ09a_SC07_RailwayGateREF Auto
ObjectReference Property MQ09aDoorRathaus Auto
ObjectReference Property MQ09a_SC08_JesparLoungeMarker Auto
ObjectReference Property MQ09a_SC08_PlayerBenchMarker Auto
ObjectReference Property MQ09a_SC06_JesparFailsaveMarkerREF Auto
ObjectReference Property MQ08TrainDoorRef Auto
ObjectReference Property MQ09StaticDoor Auto
ObjectReference Property MQ09a_FollowStartBoxREF Auto
ObjectReference Property MQ09a_JesparTemplePortMarkerREF Auto
ObjectReference Property MQ08_KonstantinPortMarker02REF Auto
GlobalVariable Property JesparNoCombatComments Auto
Sound Property _00E_DRSElevatorM Auto
Sound Property _00E_MQ09a_RailwayLPM Auto
Sound Property _00E_MQ09a_RailwayStartM Auto
Scene Property MQ08_IntoTheDeep_GoToTrain Auto
Scene Property MQ08_IntoTheDeep_GoToTrain2 Auto
Scene Property MQ08_IntoTheDeep_GoToTrain3 Auto
Scene Property MQ08_IntoTheDeep_GoToTrain4 Auto
Scene Property MQ08_IntoTheDeep_SceneTempleInside Auto
Scene Property MQ08_IntoTheDeep_SceneTempleOutside Auto
Outfit Property PrisonerPantsOutfit Auto
MusicType Property _00E_Music_Special_Event_Dark Auto
MusicType Property _00E_Music_Combat_Epic Auto
MusicType Property _00E_SilenceTransitionHighPriority Auto
MusicType Property _00E_Music_Special_Character_Jespar_Long Auto
ImageSpaceModifier Property FadeToBlackImod Auto
ImageSpaceModifier Property FadeToBlackHoldImod Auto
ImageSpaceModifier Property FadeToBlackBackImod Auto