enderalse/scripts/source/_00e_epupdatefunctions.psc

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Scriptname _00E_EPUpdateFunctions extends Actor
import Math
int MapMarkersDiscoveredCounter = 0
int LocksPickedCounter = 0
int ItemsPickpocketedCounter = 0
int ItemsStolenCounter = 0
int PotionsMixedCounter = 0
int PoisonsMixedCounter = 0
int ArmorMadeCounter = 0
int WeaponsMadeCounter = 0
int SoulsTrappedCounter = 0
int MagicItemsMadeCounter = 0
int IntimidationsCounter = 0
int QuestsCompletedCounter = 0
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnInit()
if Self == Player
GoToState("RealPlayer")
(Player as _00E_PlayerFunctions).InitCombatMusic()
RegisterForSingleUpdate(2.0)
Endif
EndEvent
Event OnPlayerLoadGame()
If self == Player ; A check just in case. Most likely this condition is always True
If GetState() != "RealPlayer" ; Post-1.2.5.0 version update
GoToState("RealPlayer")
EndIf
UpdateLevelUpSystem() ; Failsafe and version update
(Player as _00E_PlayerFunctions).InitCombatMusic() ; Version update from 1.5.2.0 or earlier
UnregisterForUpdate()
RegisterForSingleUpdate(3.5)
EndIf
EndEvent
State RealPlayer
Event OnUpdate()
Int delta
delta = Game.QueryStat("Locations Discovered") - MapMarkersDiscoveredCounter
If delta > 0
MapMarkersDiscoveredCounter += delta
_00E_Player_sEPGained_Discovery.Show()
receiveEP(40 * delta)
If MapMarkersDiscoveredCounter >= 50 && !bMapMarkersAchievementUnlocked && _00E_AchievementsEnabled.GetValueInt() == 1
bMapMarkersAchievementUnlocked = True
Game.UnlockAchievement("END_LOCATIONS_01")
EndIf
EndIf
delta = Game.QueryStat("Locks Picked") - LocksPickedCounter
If delta > 0
LocksPickedCounter += delta
_00E_Player_sEPGained_LockPicked.Show()
receiveEP(15 * delta)
EndIf
delta = Game.QueryStat("Potions Mixed") - PotionsMixedCounter
If delta > 0
PotionsMixedCounter += delta
_00E_Player_sEPGained_PotionMixed.Show()
receiveEP(3 * delta)
EndIf
delta = Game.QueryStat("Poisons Mixed") - PoisonsMixedCounter
If delta > 0
PoisonsMixedCounter += delta
_00E_Player_sEPGained_PoisonMixed.Show()
receiveEP(3 * delta)
EndIf
delta = Game.QueryStat("Armor Made") - ArmorMadeCounter
If delta > 0
ArmorMadeCounter += delta
_00E_Player_sEPGained_ArmorMade.Show()
receiveEP(20 * delta)
EndIf
delta = Game.QueryStat("Weapons Made") - WeaponsMadeCounter
If delta > 0
WeaponsMadeCounter += delta
_00E_Player_sEPGained_WeaponsMade.Show()
receiveEP(20 * delta)
EndIf
delta = Game.QueryStat("Souls Trapped") + SoulsCaught.GetValueInt() - SoulsTrappedCounter
If delta > 0
SoulsTrappedCounter += delta
_00E_Player_sEPGained_SoulCaptured.Show()
receiveEP(10 * delta)
EndIf
delta = Game.QueryStat("Magic Items Made") - MagicItemsMadeCounter
if delta > 0
MagicItemsMadeCounter += delta
_00E_Player_sEPGained_MagicItemMade.Show()
receiveEP(30 * delta)
EndIf
delta = Game.QueryStat("Intimidations") - IntimidationsCounter
If delta > 0
IntimidationsCounter += delta
_00E_Player_sEPGained_Intimidations.Show()
receiveEP(50 * delta)
EndIf
if ShowEXPMessage == False && PlayerEXP.GetValue() >= 120 && (_00E_DisableQuestTutorials.GetValueInt() == 0)
ShowEXPMessage = true
Message.ResetHelpMessage("Empty")
_00E_Tutorial_EPSystem.ShowAsHelpMessage("Empty", 4.0, 3.0, 1)
EndIf
If _00E_OreVeinsMined.GetValueInt() >= 50 && !bOreAchievementUnlocked && _00E_AchievementsEnabled.GetValueInt() == 1
bOreAchievementUnlocked = true
Game.UnlockAchievement("END_ORE_01")
EndIf
delta = Game.QueryStat("Quests Completed") - QuestsCompletedCounter
if delta > 0
QuestsCompletedCounter += delta
If QuestsCompletedCounter >= 50 && !bDoneQuestCompleted && _00E_AchievementsEnabled.GetValueInt() == 1
bDoneQuestCompleted = true
Game.UnlockAchievement("END_QUESTS_01")
EndIf
EndIf
If _00E_RhetorikCounter.GetValueInt() >= 15 && !bRhetoricAchievementUnlocked && _00E_AchievementsEnabled.GetValueInt() == 1
bRhetoricAchievementUnlocked = true
Game.UnlockAchievement("END_RHETORIC_01")
EndIf
; Arcane fever management
Int iArcaneFever = -1*(Player.GetAV("LastFlattered")) as Int
If iArcaneFever >= 100 && isdead == False
isdead = True
Player.Kill()
_00E_Player_sArcaneFever_Death.Show()
If _00E_AchievementsEnabled.GetValueInt() == 1 && !bDoneArcanistsFever
bDoneArcanistsFever = true
Game.UnlockAchievement("END_ARCANISTS_FEVER_01")
EndIf
EndIf
If isdead == False
If iArcaneFever >= 90
iArcaneFeverWarnCounter -= 1
If iArcaneFeverWarnCounter <= 0
iArcaneFeverWarnCounter = 20
_00E_Player_sArcaneFever_Critical.Show()
EndIf
Else ; iArcaneFever < 90
iArcaneFeverWarnCounter = 0 ; Reset
EndIf
If iArcaneFever >= 40
If Player.HasSpell(_00E_Arkanistenfieber40) == False
Player.AddSpell(_00E_Arkanistenfieber40,0)
_00E_Player_sArcaneFever_Worsen.Show()
EndIf
Else ; iArcaneFever < 40
If Player.HasSpell(_00E_Arkanistenfieber40)
Player.RemoveSpell(_00E_Arkanistenfieber40)
_00E_Player_sArcaneFever_Cure.Show()
EndIf
EndIf
If iArcaneFever >= 70
If Player.HasSpell(_00E_Arkanistenfieber70) == False
Player.AddSpell(_00E_Arkanistenfieber70,0)
_00E_Player_sArcaneFever_Worsen.Show()
EndIf
Else ; iArcaneFever < 70
If Player.HasSpell(_00E_Arkanistenfieber70)
Player.RemoveSpell(_00E_Arkanistenfieber70)
_00E_Player_sArcaneFever_Cure.Show()
EndIf
EndIf
EndIf
; Level up
If iLevelUpsNeeded > 0
; Level up if not in combat, not in dialogue, activate controls enabled (not in a scene?) and, obviously, not dead
While !IsInCombat() && UI.IsMenuOpen("Dialogue Menu") == False && Game.IsActivateControlsEnabled() && !Player.IsDead() && (isdead == False) && (iLevelUpsNeeded > 0)
levelUp()
EndWhile
EndIf
If bShowHeroMenuHelpBox && (_00E_DisableMenuTutorials.GetValueInt() == 0)
bShowHeroMenuHelpBox = False
Message.ResetHelpMessage("Empty")
_00E_Tutorial_HeroMenue.ShowAsHelpMessage("Empty", 7, 30, 1)
EndIf
RegisterForSingleUpdate(3.5) ; seems like a decent value
EndEvent
Event OnDeath(Actor akKiller)
if Player.IsInCombat()
_00E_Player_sIdiot.Show()
receiveEP(1000)
EndIf
EndEvent
EndState
Event OnDeath(Actor akKiller)
; Papyrus compiler demands this event to be defined in the empty state
EndEvent
;=====================================================================================
; LEVELSYSTEM FUNCTIONS
;=====================================================================================
Int iLevelUpsNeeded = 0
Bool _bLevelUpSystemLocked = False
Function _LockLevelUpSystem()
While _bLevelUpSystemLocked
2021-10-05 22:59:59 +00:00
Utility.WaitMenuMode(0.1)
EndWhile
_bLevelUpSystemLocked = True
EndFunction
Function _UnlockLevelUpSystem()
_bLevelUpSystemLocked = False
EndFunction
Function UpdateLevelUpSystem()
_LockLevelUpSystem()
iLevelUpsNeeded = getLevelUpCount()
_UnlockLevelUpSystem()
EndFunction
function levelUp()
{Opens a menu allowing the player to choose which attribute he/she wants to increase; sets all attributes (talentPoints, Lernpunkte, Handwerkspunkte,...)}
_LockLevelUpSystem()
PlayerLevel.Mod(1)
iLevelUpsNeeded = getLevelUpCount()
_UnlockLevelUpSystem()
if UILevelUp
UILevelUp.Play(Player)
elseif _00E_Track_Success
_00E_Track_Success.Add()
Endif
Utility.Wait(1) ;added a Wait() between the audio cue and the level up prompt to give the player an early warning about the incoming message box
int iMessage = _00E_Levelup.show(PlayerLevel.GetValueInt(),Player.GetBaseAV("Health"), Player.GetBaseAV("Magicka"), Player.GetBaseAV("Stamina"))
Game.SetPlayerLevel(PlayerLevel.GetValueInt())
TalentPoints.Mod(1)
Player.SetAV("dragonsouls", TalentPoints.GetValueInt())
Lernpunkte.Mod(5)
Handwerkspunkte.Mod(4)
if iMessage == 0
Player.SetActorValue("Health", Player.GetBaseAV("Health")+9)
elseif iMessage == 1
Player.SetActorValue("Magicka", Player.GetBaseAV("Magicka")+8)
elseif iMessage == 2
Player.SetActorValue("Stamina", Player.GetBaseAV("Stamina")+11)
endif
Int iPlayerLevel = PlayerLevel.GetValueInt()
If iPlayerLevel >= 2 && iPlayerLevel <= 5
bShowHeroMenuHelpBox = True
EndIf
Endfunction
bool function receiveEP(int amount)
{Adds the given amount of EP to the player and displays it as notification}
_LockLevelUpSystem()
PlayerExp.Mod(amount)
Int iLevelUpCount = getLevelUpCount()
iLevelUpsNeeded = iLevelUpCount
_UnlockLevelUpSystem()
PlayerNeededExp.SetValue(ComputeNeededExp((PlayerLevel.GetValueInt()+iLevelUpCount), EXPMultSlope.GetValue(), EXPMult.GetValue()))
int iNeededExpNextLevel = (PlayerNeededExp.GetValueInt()-PlayerExp.GetValueInt())
_00E_sEPNeeded.Show(amount, iNeededExpNextLevel)
return true
Endfunction
int function getLevelUpCount()
{Calculates how many level ups the player should receive based on his current ep count, changes none of the global variables}
int iCurrentExp = PlayerExp.GetValueInt()
int iCurrentLevel = PlayerLevel.GetValueInt()
bool LevelCheckRequired = true
int iLevelUpsAchieved = 0
float NeededExp
While LevelCheckRequired
LevelCheckRequired = false
NeededExp = ComputeNeededExp(iCurrentLevel, EXPMultSlope.GetValue(), EXPMult.GetValue())
if iCurrentExp >= NeededExp
LevelCheckRequired = true
iLevelUpsAchieved += 1
iCurrentLevel += 1
endif
Endwhile
return iLevelUpsAchieved
EndFunction
float Function ComputeNeededExp(int CurrentLevel, float Slope, float Mult)
{Computes the total Experience (EP) needed by the player to reach the level CurrentLevel + 1. This includes the experience needed for the previous level.}
; commented out as it is useless upon the Steam releases
; GlobalVariable _00E_FS_IsForgottenStoriesActivated = Game.GetForm(0x0004320E) as GlobalVariable
; If _00E_FS_IsForgottenStoriesActivated.GetValueInt() == 0
; Pre-DLC formula:
; return pow(CurrentLevel, Slope) * Mult
; EndIf
; This can be used as a quick way to scale the leveling process
; for all levels:
float fExpAcc = 1.0
float fExpAcc_Level20 = 1.2
float fExpAcc_Level30 = 1.5
float fExpAcc_Level40 = 2.0
Mult *= fExpAcc
If CurrentLevel <= 20
; no changes to the old formula until level 20.
return pow(CurrentLevel, Slope) * Mult
Else
; no changes to the old formula for the first 20 levels.
float result = pow(20, Slope) * Mult
; Progressive taxation:
if CurrentLevel <= 30
result += (pow(CurrentLevel, Slope) - pow(20, Slope)) * Mult * fExpAcc_Level20
return result
elseif CurrentLevel <= 40
result += (pow(30, Slope) - pow(20, Slope)) * Mult * fExpAcc_Level20
result += (pow(CurrentLevel, Slope) - pow(30, Slope)) * Mult * fExpAcc_Level30
return result
else
result += (pow(30, Slope) - pow(20, Slope)) * Mult * fExpAcc_Level20
result += (pow(40, Slope) - pow(30, Slope)) * Mult * fExpAcc_Level30
result += (pow(CurrentLevel, Slope) - pow(40, Slope)) * Mult * fExpAcc_Level40
return result
endif
EndIf
EndFunction
; A debugging function:
;function DumpLevelCurve()
;{Dump a table of required EP for each level from 0 to 100 to the Papyrus log}
; string aua = ""
; int iIndex = 0
; while iIndex < 100
; aua += "To get to level " + (iIndex + 1) + ", you need " + ComputeNeededExp(iIndex, EXPMultSlope.GetValue(), EXPMult.GetValue()) + "EP. \n "
; iIndex += 1
; endwhile
; Debug.Trace(aua)
;Endfunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
Message Property _00E_Player_sEPGained_WeaponsMade Auto
Message Property _00E_Player_sEPGained_SoulCaptured Auto
Message Property _00E_Player_sEPGained_PotionMixed Auto
Message Property _00E_Player_sEPGained_PoisonMixed Auto
Message Property _00E_Player_sEPGained_MagicItemMade Auto
Message Property _00E_Player_sEPGained_ArmorMade Auto
Message Property _00E_Player_sEPGained_LockPicked Auto
Message Property _00E_Player_sEPGained_Intimidations Auto
Message Property _00E_Player_sEPGained_Discovery Auto
Message Property _00E_Player_sArcaneFever_Worsen Auto
Message Property _00E_Player_sArcaneFever_Death Auto
Message Property _00E_Player_sArcaneFever_Critical Auto
Message Property _00E_Player_sArcaneFever_Cure Auto
Message Property _00E_Player_sIdiot Auto
Message Property _00E_sEPNeeded Auto
Message Property _00E_Levelup Auto
Message Property _00E_Tutorial_EPSystem Auto
Message Property _00E_Tutorial_HeroMenue Auto
Actor Property Player Auto
Spell Property _00E_Arkanistenfieber40 Auto
Spell Property _00E_Arkanistenfieber70 Auto
GlobalVariable Property PlayerExp auto
GlobalVariable Property PlayerLevel auto
GlobalVariable Property PlayerNeededExp auto
GlobalVariable Property Handwerkspunkte auto
GlobalVariable Property Lernpunkte auto
GlobalVariable Property EXPMult auto
GlobalVariable Property EXPMultSlope auto
GlobalVariable Property SoulsCaught Auto
GlobalVariable Property _00E_DisableMenuTutorials Auto
GlobalVariable Property _00E_DisableQuestTutorials Auto
GlobalVariable Property _00E_AchievementsEnabled Auto
GlobalVariable Property _00E_OreVeinsMined Auto
GlobalVariable Property _00E_RhetorikCounter Auto
GlobalVariable Property TalentPoints Auto
MusicType Property _00E_Track_Success Auto
Sound Property UILevelUp Auto
bool isdead
Bool ShowEXPMessage
bool bShowHeroMenuHelpBox = false
bool bDoneQuestCompleted = false
bool bDoneArcanistsFever = false
bool bOreAchievementUnlocked = false
bool bRhetoricAchievementUnlocked = false
bool bMapMarkersAchievementUnlocked = false
Int iArcaneFeverWarnCounter = 0