enderalse/source/scripts/trapfireplate.psc

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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