enderalse/scripts/source/magicsoultrapfxscript.psc

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ScriptName magicSoulTrapFXScript extends ActiveMagicEffect
{Scripted effect for the Soul Trap Visual FX}
import debug
;======================================================================================;
; PROPERTIES /
;=============/
ImageSpaceModifier property TrapImod auto
{IsMod applied when we trap a soul}
sound property TrapSoundFX auto ; create a sound property we'll point to in the editor
{Sound played when we trap a soul}
VisualEffect property TargetVFX auto
{Visual Effect on Target aiming at Caster}
VisualEffect property CasterVFX auto
{Visual Effect on Caster aming at Target}
EffectShader property CasterFXS auto
{Effect Shader on Caster during Soul trap}
EffectShader property TargetFXS auto
{Effect Shader on Target during Soul trap}
bool property bIsEnchantmentEffect = false auto
{Set this to true if this soul trap is on a weapon enchantment or a spell that can do damage to deal with a fringe case}
;======================================================================================;
; VARIABLES /
;=============/
; objectreference playerref
bool DeadAlready = FALSE
bool bUseWait = True
;======================================================================================;
; EVENTS /
;=============/
Event OnEffectStart(Actor akTarget, Actor akCaster)
victim = akTarget
caster = akCaster
if(victim.HasKeyword(ActorTypeNPC))
victimIsNPC = true
endif
if bIsEnchantmentEffect == False
DeadAlready = Victim.IsDead()
endif
Countdown()
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
Await()
if victim
; initiate lock to prevent multiple soul traps from processing at the same time:
if(SoulTrapController != None)
while(!SoulTrapController.SecurePermission(caster))
Utility.Wait(0.1)
endWhile
endif
if(!deadAlready && victim.IsDead() && victim.GetActorValue("PerceptionCondition") != 0)
bool soulTrapped = false
String soulType = "None"
;if victim is not a humanoid, remove Black Soul Gems from inventory before trap begins:
if(!victimIsNPC)
numBlack = caster.GetItemCount(SoulGemBlack)
caster.RemoveItem(SoulGemBlack, numBlack, true)
numPetty = caster.GetItemCount(SoulGemPetty)
numLesser = caster.GetItemCount(SoulGemLesser)
numCommon = caster.GetItemCount(SoulGemCommon)
numGreater = caster.GetItemCount(SoulGemGreater)
numGrand = caster.GetItemCount(SoulGemGrand)
int targetLevel = victim.GetLevel()
if(targetLevel < Game.GetGameSettingInt("iLesserSoulActorLevel")) ;soul is petty
soulType="Petty"
if(numPetty > 0)
caster.RemoveItem(SoulGemPetty, 1, true)
caster.AddItem(SoulGemPettyFilled, 1, true)
soulTrapped = true
elseif (numLesser > 0)
caster.RemoveItem(SoulGemLesser, 1, true)
caster.AddItem(_00E_SoulGemLesserFilledPetty, 1, true)
soulTrapped = true
elseif(numCommon > 0)
caster.RemoveItem(SoulGemCommon, 1, true)
caster.AddItem(_00E_SoulGemCommonFilledPetty, 1, true)
soulTrapped = true
elseif(numGreater > 0)
caster.RemoveItem(SoulGemGreater, 1, true)
caster.AddItem(_00E_SoulGemGreaterFilledPetty, 1, true)
soulTrapped = true
elseif(numGrand > 0)
caster.RemoveItem(SoulGemGrand, 1, true)
caster.AddItem(_00E_SoulGemGrandFilledPetty, 1, true)
soulTrapped = true
endif
elseif(targetLevel < Game.GetGameSettingInt("iCommonSoulActorLevel"));soul is lesser
soulType="Lesser"
if(numLesser > 0)
caster.RemoveItem(SoulGemLesser, 1, true)
caster.AddItem(SoulGemLesserFilled, 1, true)
soulTrapped = true
elseif (numCommon > 0)
caster.RemoveItem(SoulGemCommon, 1, true)
caster.AddItem(_00E_SoulGemCommonFilledLesser, 1, true)
soulTrapped = true
elseif(numGreater > 0)
caster.RemoveItem(SoulGemGreater, 1, true)
caster.AddItem(_00E_SoulGemGreaterFilledLesser, 1, true)
soulTrapped = true
elseif(numGrand > 0)
caster.RemoveItem(SoulGemGrand, 1, true)
caster.AddItem(_00E_SoulGemGrandFilledLesser, 1, true)
soulTrapped = true
endif
elseif(targetLevel < Game.GetGameSettingInt("iGreaterSoulActorLevel")) ;soul is common
soulType="Common"
if(numCommon > 0)
caster.RemoveItem(SoulGemCommon, 1, true)
caster.AddItem(SoulGemCommonFilled, 1, true)
soulTrapped = true
elseif(numGreater > 0)
caster.RemoveItem(SoulGemGreater, 1, true)
caster.AddItem(_00E_SoulGemGreaterFilledCommon, 1, true)
soulTrapped = true
elseif(numGrand > 0)
caster.RemoveItem(SoulGemGrand, 1, true)
caster.AddItem(_00E_SoulGemGrandFilledCommon, 1, true)
soulTrapped = true
endif
elseif(targetLevel < Game.GetGameSettingInt("iGrandSoulActorLevel")) ;soul is greater
soulType="Greater"
if(numGreater > 0)
caster.RemoveItem(SoulGemGreater, 1, true)
caster.AddItem(SoulGemGreaterFilled, 1, true)
soulTrapped = true
elseif(numGrand > 0)
caster.RemoveItem(SoulGemGrand, 1, true)
caster.AddItem(_00E_SoulGemGrandFilledGreater, 1, true)
soulTrapped = true
endif
else
soulType="Grand"
if(numGrand > 0)
caster.RemoveItem(SoulGemGrand, 1, true)
caster.AddItem(SoulGemGrandFilled, 1, true)
soulTrapped = true
endif
endif
; return Black Soul Gems:
caster.AddItem(SoulGemBlack, numBlack, true)
else
soulTrapped = akCaster.TrapSoul(victim)
endif
; begin vanilla Soul Trap FX finale:
if(soulTrapped == true)
victim.SetActorValue("PerceptionCondition", 0)
PlayEffects(caster, victim)
if soulType=="Petty"
Debug.Notification(_00E_SoulPetty.GetName()+" "+_00E_SuccessfulTrapping.GetName())
SoulsCaught.SetValueInt(SoulsCaught.GetValueInt()+1)
elseif soulType=="Lesser"
Debug.Notification(_00E_SoulLesser.GetName()+" "+_00E_SuccessfulTrapping.GetName())
SoulsCaught.SetValueInt(SoulsCaught.GetValueInt()+1)
elseif soulType=="Common"
Debug.Notification(_00E_SoulCommon.GetName()+" "+_00E_SuccessfulTrapping.GetName())
SoulsCaught.SetValueInt(SoulsCaught.GetValueInt()+1)
elseif soulType =="Greater"
Debug.Notification(_00E_SoulGreater.GetName()+" "+_00E_SuccessfulTrapping.GetName())
SoulsCaught.SetValueInt(SoulsCaught.GetValueInt()+1)
elseif soulType =="Grand"
Debug.Notification(_00E_SoulGrand.GetName()+" "+_00E_SuccessfulTrapping.GetName())
SoulsCaught.SetValueInt(SoulsCaught.GetValueInt()+1)
else
_00E_SoulHuman.show()
endif
elseif (!victimIsNPC)
_00E_FailedTrapping.Show()
endif
endif
; release lock
SoulTrapController.ReleasePermission(caster)
endif
endEvent
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Functions;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Function PlayEffects(Actor akCaster, Actor akVictim)
TrapSoundFX.Play(akCaster) ; Play TrapSoundFX sound from player
TrapImod.Apply() ; Apply isMod at full strength
TargetVFX.Play(akVictim, 4.7, akCaster) ; Play TargetVFX and aim them at the player
CasterVFX.Play(akCaster, 5.9, akVictim)
TargetFXS.Play(akVictim, 2) ; Play effect shaders
CasterFXS.Play(akCaster, 3)
EndFunction
Function Countdown()
latch -= 1
EndFunction
Function Await(int count = 0)
while(latch > count)
Utility.Wait(0.1)
endwhile
EndFunction
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Properties + Variables;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
bool victimIsNPC
GlobalVariable Property SoulsCaught Auto
Actor caster
Actor victim
int latch = 1
int numPetty
int numLesser
int numCommon
int numGreater
int numGrand
int numBlack
_00E_SoulTrapController Property SoulTrapController Auto
Message Property _00E_FailedTrapping Auto
Message Property _00E_SuccessfulTrapping Auto
Message Property _00E_SoulPetty Auto
Message Property _00E_SoulLesser Auto
Message Property _00E_SoulCommon Auto
Message Property _00E_SoulGreater Auto
Message Property _00E_SoulGrand Auto
Message Property _00E_SoulHuman Auto
Actor Property PlayerREF Auto
Keyword Property ActorTypeNPC Auto
SoulGem Property SoulGemPetty Auto
SoulGem Property SoulGemPettyFilled Auto
SoulGem Property SoulGemLesser Auto
SoulGem Property SoulGemLesserFilled Auto
SoulGem Property _00E_SoulGemLesserFilledPetty Auto
SoulGem Property SoulGemCommon Auto
SoulGem Property SoulGemCommonFilled Auto
SoulGem Property _00E_SoulGemCommonFilledPetty Auto
SoulGem Property _00E_SoulGemCommonFilledLesser Auto
SoulGem Property SoulGemGreater Auto
SoulGem Property SoulGemGreaterFilled Auto
SoulGem Property _00E_SoulGemGreaterFilledPetty Auto
SoulGem Property _00E_SoulGemGreaterFilledLesser Auto
SoulGem Property _00E_SoulGemGreaterFilledCommon Auto
SoulGem Property SoulGemGrand Auto
SoulGem Property SoulGemGrandFilled Auto
SoulGem Property _00E_SoulGemGrandFilledPetty Auto
SoulGem Property _00E_SoulGemGrandFilledLesser Auto
SoulGem Property _00E_SoulGemGrandFilledCommon Auto
SoulGem Property _00E_SoulGemGrandFilledGreater Auto
SoulGem Property SoulGemBlack Auto