47 lines
1.9 KiB
Plaintext
47 lines
1.9 KiB
Plaintext
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Scriptname _00E_Phasmalist_SummonApparitionSC extends ObjectReference
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; script on the marker that is placed by the apparation summon spell. This summons the apparation at the place the marker has been placed
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Actor Property PlayerREF auto
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_00E_Phasmalist_ApparationAlias Property summonedApparation auto
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_FS_Phasmalist_ControlQuest Property controlQuest auto
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Message Property alreadySummonedApparation auto
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{Message objects whose title is the message that is displayed when the player tries to summon an apparation but has already one}
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Message Property illegalTrinket auto
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{Message objects whose title is the message that is displayed when the player tries to summon an apparation but wears no phasmalist trinket object}
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GlobalVariable Property summonDisabled auto
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Message Property cannotSummonNow auto
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Message Property _00E_Phasmalist_CantSummonInCombat auto
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GlobalVariable Property _00E_Phasmalist_FailsaveSummonTwiceControl auto
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Event OnInit()
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;because sometimes a projectile does not spawn its explosion correctly, the explosion is placed twice, once by the magic effect and once by the projectile
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;this "lock" prevents that both explosions spawn an apparation
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if _00E_Phasmalist_FailsaveSummonTwiceControl.getValue() == 1
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self.delete()
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return
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else
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_00E_Phasmalist_FailsaveSummonTwiceControl.setValue(1)
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Endif
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;summon control is done in _00E_Phasmalist_SummonControl
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_00E_Phasmalist_TrinketSC trinket = summonedApparation.getEquippedTrinket()
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if trinket
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summonApparation(trinket)
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Endif
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RegisterForSingleUpdate(2)
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Endevent
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function summonApparation(_00E_Phasmalist_TrinketSC summonTrinket)
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controlQuest.OnPlayerApparationSummoned()
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Actor summoned = Self.placeAtMe(summonTrinket.connectedApparation) as Actor
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summoned.disable()
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summonedApparation.forceRefTo(summoned)
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summonedApparation.enterWorld()
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Endfunction
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Event OnUpdate()
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_00E_Phasmalist_FailsaveSummonTwiceControl.setValue(0)
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self.delete()
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Endevent
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