126 lines
3.7 KiB
Plaintext
126 lines
3.7 KiB
Plaintext
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Scriptname _00E_A2_WellOfLifeScript extends activemagiceffect
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{Once the player would die, his life is automatically restored to a set percentage of his base life.}
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Import _00E_TalentLibrary
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnEnterBleedout()
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Game.ForceThirdPerson()
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RestoreHealth()
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Self.Dispel()
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EndEvent
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Event OnEffectStart(Actor akTarget, Actor akCaster)
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KillMove.SetValue(0)
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MAGPowerRacialHitskinM.Play(PlayerREF)
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AudioCategorySFXDeath.Mute()
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PlayerREF.GetActorBase().SetEssential(True)
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iTriggerHealthPercentage = (_00E_A2_WellOfLifeSP.GetNthEffectMagnitude(3)/100)
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EndEvent
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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AudioCategorySFXDeath.UnMute()
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PlayerREF.GetActorBase().SetEssential(False)
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UnregisterForUpdate()
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EndEvent
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Event OnUpdate()
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EndEvent
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function RestoreHealth()
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_00E_A2_WellOfLifeAttachEffect.Play(PlayerREF)
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_00E_A2_WellOfLifeExplosionIMOD.Apply()
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_00E_MagicCharge02M.Play(PlayerREF)
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_00E_A2_ChaosruneImplosionSoundM.Play(PlayerREF)
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Utility.Wait(4)
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int iIndex = (GetPlayerTalentLevel(_00E_Class_Espionage_P09b_Talent_Ghostwalk, _00E_Class_Espionage_P09b_Talent_Ghostwalk2, _00E_Class_Espionage_P09b_Talent_Ghostwalk3) - 1)
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float iHealAmount = (PlayerREF.GetBaseActorValue("Health")*(_00E_A2_WellOfLifeSP.GetNthEffectMagnitude(iIndex)/100))
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ObjectReference EffectExplosion = PlayerREF.PlaceAtMe(_00E_A2_WellOfLifeExplosionVisual, 1)
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EffectExplosion.MoveTo(PlayerREF, 0.0, 0.0, - 50.0)
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MAGPowerRacialPacifyFire.Play(PlayerREF)
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PlayerREF.KnockAreaEffect(1.0, 1024)
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PlayerREF.RestoreActorValue("Health", iHealAmount+30)
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If PlayerREF.HasMagicEffect(_50E_MSet_5Pieces_ME)
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ScanForEnemy(iHealAmount)
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EndIf
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Utility.Wait(1)
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_00E_A2_WellOfLifeAttachEffect.Stop(PlayerREF)
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EndFunction
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Function ScanForEnemy(float fDamage)
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int iIndexScan = 0
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Actor[] nearbyenemies = new Actor[10]
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while iIndexScan < 10
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Actor RandomActor = Game.FindRandomActorFromRef(PlayerREF, 1000)
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If RandomActor.GetFactionReaction(PlayerREF) == 1
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nearbyenemies[iIndexScan] = RandomActor
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Else
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nearbyenemies[iIndexScan] = None
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EndIf
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iIndexScan += 1
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EndWhile
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While iIndexScan > 0
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If nearbyenemies[iIndexScan] == None
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iIndexScan -= 1
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Else
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Actor RandomEnemy = nearbyenemies[iIndexScan]
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RandomEnemy.DamageAV("Health", fDamage)
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iIndexScan = 0
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EndIf
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EndWhile
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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float iTriggerHealthPercentage
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Explosion Property _00E_A2_WellOfLifeExplosionVisual Auto
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VisualEffect Property _00E_A2_WellOfLifeAttachEffect Auto
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ImageSpaceModifier Property _00E_A2_WellOfLifeExplosionIMOD Auto
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GlobalVariable Property KillMove Auto
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Actor Property PlayerREF Auto
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SoundCategory Property AudioCategorySFXDeath Auto
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Sound Property MAGPowerRacialPacifyFire Auto
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Sound Property _00E_A2_ChaosruneImplosionSoundM Auto
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Sound Property MAGPowerRacialHitskinM Auto
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Sound Property _00E_MagicCharge02M Auto
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Spell Property _00E_A2_WellOfLifeSP Auto
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Perk Property _00E_Class_Espionage_P09b_Talent_Ghostwalk Auto
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Perk Property _00E_Class_Espionage_P09b_Talent_Ghostwalk2 Auto
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Perk Property _00E_Class_Espionage_P09b_Talent_Ghostwalk3 Auto
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MagicEffect Property _50E_MSet_5Pieces_ME Auto
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