248 lines
6.7 KiB
Plaintext
248 lines
6.7 KiB
Plaintext
|
scriptName TrapFirePlate extends TrapTriggerBase
|
||
|
;
|
||
|
;
|
||
|
;
|
||
|
;================================================================
|
||
|
|
||
|
int Count ;if Finite = 1, Determines how many times this trigger can be used
|
||
|
int CountUsed ;Used to compare times triggered to max triggers allowed
|
||
|
int Type
|
||
|
|
||
|
;weapon property pressEffect auto
|
||
|
ammo property pressEffectAmmo auto
|
||
|
hazard property fireHazard auto hidden
|
||
|
objectReference property myHazardRef auto hidden
|
||
|
bool property weaponResolved = false auto hidden
|
||
|
int Property TrapLevel = 1 auto
|
||
|
{Used to determine the difficulty of the trap, currently only tied to damage
|
||
|
0 = Easy
|
||
|
1 = Medium (DEFAULT)
|
||
|
2 = Hard
|
||
|
3 = VeryHard}
|
||
|
|
||
|
;event onLoad()
|
||
|
;objectReference selfRef = self
|
||
|
;fireHazard = game.getForm(0X0005A1A3)
|
||
|
;endEvent
|
||
|
|
||
|
State Active
|
||
|
Event onBeginState()
|
||
|
goToState( "DoNothing" )
|
||
|
if !weaponResolved
|
||
|
ResolveLeveledHazard ()
|
||
|
endif
|
||
|
;pressEffect.fire(selfRef, pressEffectAmmo)
|
||
|
; EFFECT IS HERE ^^^^^ UNCOMMENT ONCE PROJECTILES OR PARTICLES CAN LEAVE A TRIGGER BOX CORRECTLY
|
||
|
activate(self as objectReference)
|
||
|
;playAnimationAndWait( "trigger", "reset" )
|
||
|
TriggerSound.play(self)
|
||
|
playAnimation("Down")
|
||
|
myHazardRef = PlaceAtMe(fireHazard, 1)
|
||
|
if objectsInTrigger == 0
|
||
|
goToState( "Inactive" )
|
||
|
playAnimation("Up")
|
||
|
removeMyHazard()
|
||
|
endif
|
||
|
endEvent
|
||
|
|
||
|
event OnTriggerEnter( objectReference triggerRef )
|
||
|
if acceptableTrigger(triggerRef)
|
||
|
; ;debug.TRACE(self + " has been entered by " + triggerRef)
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
endif
|
||
|
endEvent
|
||
|
|
||
|
event OnTrigger( objectReference triggerRef )
|
||
|
endEvent
|
||
|
|
||
|
event OnTriggerLeave( objectReference triggerRef )
|
||
|
;if acceptableTrigger(triggerRef)
|
||
|
; ;debug.TRACE(self + " has been exited by " + triggerRef)
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if objectsInTrigger == 0
|
||
|
goToState ("Inactive")
|
||
|
playAnimation("Up")
|
||
|
removeMyHazard()
|
||
|
endif
|
||
|
;endif
|
||
|
endEvent
|
||
|
endState
|
||
|
|
||
|
State DoNothing ;Dummy state, don't do anything if animating
|
||
|
event OnTriggerEnter( objectReference triggerRef )
|
||
|
if acceptableTrigger(triggerRef)
|
||
|
; ;debug.TRACE(self + " has been entered by " + triggerRef)
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
endif
|
||
|
endEvent
|
||
|
|
||
|
event OnTrigger( objectReference triggerRef )
|
||
|
if (triggerRef == game.getPlayer()) && !checkPerks(triggerRef)
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if objectsInTrigger == 1
|
||
|
goToState ("Inactive")
|
||
|
playAnimation("Up")
|
||
|
removeMyHazard()
|
||
|
endif
|
||
|
endif
|
||
|
endEvent
|
||
|
|
||
|
event OnTriggerLeave( objectReference triggerRef )
|
||
|
;if acceptableTrigger(triggerRef)
|
||
|
; ;debug.TRACE(self + " has been exited by " + triggerRef)
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if objectsInTrigger == 0
|
||
|
goToState ("Inactive")
|
||
|
playAnimation("Up")
|
||
|
removeMyHazard()
|
||
|
endif
|
||
|
;endif
|
||
|
endEvent
|
||
|
EndState
|
||
|
|
||
|
;Single point of change for removal of hazard
|
||
|
function removeMyHazard()
|
||
|
objectReference refToRemove = myHazardRef
|
||
|
utility.wait(1.0)
|
||
|
if refToRemove
|
||
|
refToRemove.Disable()
|
||
|
refToRemove.Delete()
|
||
|
endif
|
||
|
endFunction
|
||
|
|
||
|
auto State Inactive
|
||
|
|
||
|
event onBeginState()
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if (Type == 1 && objectsInTrigger == 0) ;type 1 = hold, so deprecate here if necessary
|
||
|
if (FiniteUse == TRUE && CountUsed < Count);if finite use and count > count used
|
||
|
CountUsed += 1 ;increase count for hold type triggers
|
||
|
endif
|
||
|
|
||
|
|
||
|
endif
|
||
|
if objectsInTrigger == 0
|
||
|
removeMyHazard()
|
||
|
endif
|
||
|
endEvent
|
||
|
|
||
|
event OnTriggerEnter (objectReference triggerRef)
|
||
|
if acceptableTrigger(triggerRef)
|
||
|
; ;debug.TRACE(self + " has been entered by " + triggerRef)
|
||
|
lastTriggerRef = triggerRef
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if (FiniteUse == TRUE && CountUsed < Count) ;if finite use and count > count used
|
||
|
;TRACE("Finite Use")
|
||
|
if (Type != 1) ;type 1 = hold so only increase on leave
|
||
|
CountUsed += 1 ;increase count used
|
||
|
;TRACE("Increasing Count on enter")
|
||
|
endif
|
||
|
goToState( "Active" )
|
||
|
endif
|
||
|
|
||
|
if (FiniteUse == FALSE)
|
||
|
;TRACE("Infinite Use")
|
||
|
goToState( "Active" )
|
||
|
endif
|
||
|
endif
|
||
|
endevent
|
||
|
|
||
|
event OnTriggerLeave (objectReference triggerRef)
|
||
|
;if acceptableTrigger(triggerRef)
|
||
|
; ;debug.TRACE(self + " has been exited by " + triggerRef)
|
||
|
lastTriggerRef = triggerRef
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if (Type == 1 && objectsInTrigger == 0) ;type 1 = hold, so deprecate here if necessary
|
||
|
if (FiniteUse == TRUE && CountUsed < Count);if finite use and count > count used
|
||
|
CountUsed += 1 ;increase count for hold type triggers
|
||
|
endif
|
||
|
|
||
|
activate(self as objectReference)
|
||
|
|
||
|
endif
|
||
|
;endif
|
||
|
endevent
|
||
|
|
||
|
endstate
|
||
|
|
||
|
event onCellAttach()
|
||
|
objectsInTrigger = self.GetTriggerObjectCount()
|
||
|
if !weaponResolved
|
||
|
ResolveLeveledHazard ()
|
||
|
endif
|
||
|
if myHazardRef
|
||
|
removeMyHazard()
|
||
|
endif
|
||
|
|
||
|
if objectsInTrigger == 0
|
||
|
goToState ("Inactive")
|
||
|
playAnimation("Up")
|
||
|
else
|
||
|
goToState ("Active")
|
||
|
endif
|
||
|
endEvent
|
||
|
|
||
|
;================================================================
|
||
|
|
||
|
int property LvlThreshold1 auto
|
||
|
int property LvlThreshold2 auto
|
||
|
int property LvlThreshold3 auto
|
||
|
int property LvlThreshold4 auto
|
||
|
int property LvlThreshold5 auto
|
||
|
hazard property TrapFirePlateFXHaz01 auto
|
||
|
hazard property TrapFirePlateFXHaz02 auto
|
||
|
hazard property TrapFirePlateFXHaz03 auto
|
||
|
hazard property TrapFirePlateFXHaz04 auto
|
||
|
hazard property TrapFirePlateFXHaz05 auto
|
||
|
hazard property TrapFirePlateFXHaz06 auto
|
||
|
|
||
|
Function ResolveLeveledHazard ()
|
||
|
;Trace("ResolveLeveledWeapon")
|
||
|
int damageLevel
|
||
|
damageLevel = CalculateEncounterLevel(TrapLevel)
|
||
|
|
||
|
; weapon lvlWeaponM = LvlWeaponM1
|
||
|
; weapon lvlWeaponL = LvlWeaponL1
|
||
|
; weapon lvlWeaponR = LvlWeaponR1
|
||
|
hazard LvlHazard = TrapFirePlateFXHaz01
|
||
|
|
||
|
if (damageLevel > LvlThreshold1 && damageLevel <= LvlThreshold2)
|
||
|
; lvlWeaponM = LvlWeaponM2
|
||
|
; lvlWeaponL = LvlWeaponL2
|
||
|
; lvlWeaponR = LvlWeaponR2
|
||
|
LvlHazard = TrapFirePlateFXHaz02
|
||
|
;Trace("damage threshold =")
|
||
|
;Trace("2")
|
||
|
endif
|
||
|
if (damageLevel > LvlThreshold2 && damageLevel <= LvlThreshold3)
|
||
|
;lvlWeaponM = LvlWeapon3
|
||
|
LvlHazard = TrapFirePlateFXHaz03
|
||
|
;Trace("damage threshold =")
|
||
|
;Trace("3")
|
||
|
endif
|
||
|
if (damageLevel > LvlThreshold3 && damageLevel <= LvlThreshold4)
|
||
|
;lvlWeaponM = LvlWeapon4
|
||
|
LvlHazard = TrapFirePlateFXHaz04
|
||
|
;Trace("damage threshold =")
|
||
|
;Trace("4")
|
||
|
endif
|
||
|
if (damageLevel > LvlThreshold4 && damageLevel <= LvlThreshold5)
|
||
|
;lvlWeaponM = LvlWeapon5
|
||
|
LvlHazard = TrapFirePlateFXHaz05
|
||
|
;Trace("damage threshold =")
|
||
|
;Trace("5")
|
||
|
endif
|
||
|
if (damageLevel > LvlThreshold5)
|
||
|
;lvlWeaponM = LvlWeapon6
|
||
|
LvlHazard = TrapFirePlateFXHaz06
|
||
|
;Trace("damage threshold =")
|
||
|
;Trace("6")
|
||
|
endif
|
||
|
|
||
|
; ballistaWeaponM = lvlWeaponM
|
||
|
; ballistaWeaponL = lvlWeaponL
|
||
|
; ballistaWeaponR = lvlWeaponR
|
||
|
fireHazard = LvlHazard
|
||
|
weaponResolved = True
|
||
|
EndFunction
|