enderalse/source/scripts/magicattachashpileondeath.psc

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scriptName magicAttachAshPileOnDeath extends ActiveMagicEffect
{Scripted effect for on death ash pile}
import debug
import FormList
;======================================================================================;
; PROPERTIES /
;=============/
float property fDelay = 0.75 auto
{time to wait before Spawning Ash Pile}
; float property fDelayAlpha = 1.65 auto
; {time to wait before Setting alpha to zero.}
float property fDelayEnd = 1.65 auto
{time to wait before Removing Base Actor}
float property ShaderDuration = 0.00 auto
{Duration of Effect Shader.}
Activator property AshPileObject auto
{The object we use as a pile.}
EffectShader property MagicEffectShader auto
{The Effect Shader we want.}
Bool property bSetAlphaZero = True auto
{The Effect Shader we want.}
FormList Property ImmunityList auto
{If the target is in this list, they will not be disintegrated.}
Bool property bSetAlphaToZeroEarly = False Auto
{Use this if we want to set the acro to invisible somewhere before the effect shader is done.}
;======================================================================================;
; VARIABLES /
;=============/
actor Victim
race VictimRace
bool TargetIsImmune = True
; bool DeadAlready = FALSE
;======================================================================================;
; EVENTS /
;=============/
Event OnEffectStart(Actor Target, Actor Caster)
victim = target
; DeadAlready = Victim.IsDead()
trace("victim == " + victim + ", is this right?")
EndEvent
Event OnDying(Actor Killer)
if ImmunityList == none
TargetIsImmune = False
else
ActorBase VictimBase = Victim.GetBaseObject() as ActorBase
VictimRace = VictimBase.GetRace()
if ImmunityList.hasform(VictimRace)
TargetIsImmune = True
elseif ImmunityList.hasform(VictimBase)
TargetIsImmune = True
else
TargetIsImmune = False
endif
endif
if TargetIsImmune == False
trace("victim just died")
; DeadAlready = true
victim.SetCriticalStage(Victim.CritStage_DisintegrateStart)
;victim.SetAlpha (0.99,False)
if MagicEffectShader != none
MagicEffectShader.play(Victim,ShaderDuration)
endif
if bSetAlphaToZeroEarly
victim.SetAlpha (0.0,True)
endif
utility.wait(fDelay)
Victim.AttachAshPile(AshPileObject)
; AshPileRef = AshPileObject
; AshPileRef.SetAngle(0.0,0.0,(Victim.GetAngleZ()))
utility.wait(fDelayEnd)
if MagicEffectShader != none
MagicEffectShader.stop(Victim)
endif
if bSetAlphaZero == True
victim.SetAlpha (0.0,True)
endif
victim.SetCriticalStage(Victim.CritStage_DisintegrateEnd)
endif
EndEvent