enderalse/source/scripts/_00e_nq_bounty01_targetscript.psc

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Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
; SCRIPT AUTHOR DENNIS MAY 2014
; Script handles Bandit appearance and checks if bounty job is done
; SCRIPT CHANGE TILL MAY 2018
; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code
; Eddoursul, January 2024: Made bounty targets protected instead of essential. Protected actors can be killed by apparitions as well.
; ====================================================================================
; EVENTS
; ====================================================================================
Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN
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If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled()
GetReference().Enable() ; Enable the bandit when he is needed in the quest
; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod
(GetReference() as Actor).GetActorBase().SetEssential(false)
Endif
EndEvent
Event OnDeath(Actor akKiller)
Int iStage = __Config_iEnableAtStage
NQ_Bounty01.SetObjectiveCompleted(iStage) ;MissionObjective: Kill the bandit - Done
iStage += 5
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NQ_Bounty01.SetCurrentStageID(iStage) ;MissionObjective: Take your bounty - New
NQ_Bounty01.SetObjectiveDisplayed(iStage) ;Show Objective
BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold
EndEvent
; ====================================================================================
; PROPERTIES
; ====================================================================================
Quest Property NQ_Bounty01 Auto
_00E_NQ_Bounty01_Functions Property BountyScript Auto ;ACCESS TO QUEST SCRIPT
Int Property __Config_iEnableAtStage Auto
{Type the quest stage number to enable the bandit 10, 30, 50. Enable new enemy every 20th stage }