enderalse/scripts/source/trapexplosivegas.psc

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scriptName TrapExplosiveGas extends objectReference
;
;
;==================================================
formlist property flExplodesGasTrapOnHit auto
{projectiles that will set this off when they hit}
formlist property flExplodesGasTrapOnEnter auto
{objects that will set this off when they enter}
formlist property flExplodesGasTrapOnMagicEffectApply auto
{magicEffects that will set this off when applied}
formlist property flExplodesGasTrapEquippedSpell auto
{Spells that will set this off if equipped and drawn}
formlist property trapGasWeapon auto
{weapons that will set this off on hit, specifically explosions}
bool actorHasWeaponsDrawn = TRUE ;remove this later
bool property checkActorEquippedItems = TRUE auto
{Whether or not to check items the player is carrying
default = True on explosive gas
set to off on oil pool}
bool property checkActorMagic = TRUE auto
{check the actors drawn magic
default = true on explosive gas
set to off on oil pool}
keyword property flameKeyword Auto
keyword property lightningKeyword auto
bool property lightningIgnites = FALSE Auto
{if this is true lightning should ignite this trap
default == false}
light property Torch01 auto
projectile property storedProjectile auto hidden
objectReference property storedObjRef auto hidden
MagicEffect property storedEffect1 auto hidden
MagicEffect property storedEffect2 auto hidden
MagicEffect property storedEffect3 auto hidden
MagicEffect property storedEffect4 auto hidden
int property storedEffectIncrement = 1 auto hidden
auto state waiting
;Start of the new script
event onHit(objectReference akAggressor, form akWeapon, projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
if !akProjectile || akProjectile != storedProjectile
storedProjectile = akProjectile
; debug.Trace(self + " is testing " + akProjectile + " due to onHit, akWeapon = " + akWeapon)
;USKP 1.3.2 added NONE checks due to numerous Papyrus errors.
If( (trapGasWeapon != NONE && trapGasWeapon.hasForm(akWeapon)) || akweapon == torch01 )
; debug.Trace(self + " is exploding due to " + akWeapon + " being in formlist " + TrapGasWeapon)
GasExplode(akAggressor)
ElseIf( flExplodesGasTrapOnHit != NONE && flExplodesGasTrapOnHit.hasForm(akProjectile) )
; debug.Trace(self + " is exploding due to " + akProjectile)
GasExplode(akAggressor)
ElseIf akWeapon.HasKeyword(flameKeyword)
; debug.Trace(self + " is exploding due to " + akWeapon + " - hasKeyword")
GasExplode(akAggressor)
endif
endif
endEvent
event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
if akEffect == storedEffect1 || akEffect == storedEffect2 || akEffect == storedEffect3 || akEffect == storedEffect4
;if the effect == any of the stored effects do nothing
else
if storedEffectIncrement == 1
storedEffect1 = akEffect
storedEffectIncrement = 2
elseif storedEffectIncrement == 2
storedEffect2 = akEffect
storedEffectIncrement = 3
elseif storedEffectIncrement == 3
storedEffect3 = akEffect
storedEffectIncrement = 4
else
storedEffect4 = akEffect
storedEffectIncrement = 1
endif
; debug.Trace(self + " is testing " + akEffect + " due to onMagicEffectApply")
if flExplodesGasTrapOnMagicEffectApply.hasForm(akEffect as form)
; debug.Trace(self + " is exploding due to " + akEffect)
GasExplode(akCaster)
elseif akEffect.hasKeyword(flameKeyword)
; debug.Trace(self + " is exploding due to " + akEffect)
GasExplode(akCaster)
elseif lightningIgnites && akEffect.hasKeyword(lightningKeyword)
; debug.Trace(self + " is exploding due to " + akEffect)
GasExplode(akCaster)
endif
endif
endEvent
event onTriggerEnter(objectReference triggerRef)
if (triggerRef as Actor) || !storedObjRef || storedObjRef.getBaseObject() != triggerRef.getBaseObject()
if !(triggerRef as Actor)
storedObjRef = triggerRef
endIf
; debug.Trace(self + " is testing " + triggerRef + " due to onTriggerEnter")
if flExplodesGasTrapOnEnter.hasForm(triggerRef.GetBaseObject())
; debug.Trace(self + " is exploding due to " + triggerRef)
GasExplode(triggerRef)
; Checking to see if the entering ref is an actor
elseif (triggerRef as Actor)
;check actor equipped items if necessary
if checkActorEquippedItems
checkActorWeapons(triggerRef as actor)
elseif checkActorMagic
If (triggerRef as actor).hasMagicEffectWithKeyword(flameKeyword)
; debug.Trace(self + " is exploding due to " + triggerRef + " having flame effect")
GasExplode(triggerRef)
ElseIf lightningIgnites
if (triggerRef as actor).hasMagicEffectWithKeyword(lightningKeyword)
; debug.Trace(self + " is exploding due to " + triggerRef + " having lightning effect")
GasExplode(triggerRef)
endif
endif
endif
endif
endif
endEvent
EndState
function GasExplode(objectReference causeActor)
;if (causeActor as actor)
self.setActorCause(causeActor as actor)
;endif
; debug.Trace(self + " has exploded")
self.damageObject(5)
endFunction
function checkActorWeapons(actor triggerActor)
; Checking if Torch is equipped
if triggerActor.GetEquippedItemType(0) == 11 || triggerActor.GetEquippedItemType(1) == 11
GasExplode(triggerActor)
; Checking if the player has weapons drawn
ElseIf triggerActor.IsWeaponDrawn() ;This should be a function check later
;if the player has a flamable spell equiped and drawn
; debug.Trace(self + " is testing " + (triggerActor).GetEquippedSpell(0) + " due to onTriggerEnter")
; debug.Trace(self + " is testing " + (triggerActor).GetEquippedSpell(1) + " due to onTriggerEnter")
;USKP 2.0.1 - Make sure they have something equipped before checking it.
if triggerActor.GetEquippedSpell(0) && triggerActor.GetEquippedSpell(0).hasKeyword(flameKeyword) ;check left hand
GasExplode(triggerActor)
elseif triggerActor.GetEquippedSpell(1) && flExplodesGasTrapEquippedSpell.hasForm(triggerActor.GetEquippedSpell(1) as form) ;check right hand
GasExplode(triggerActor)
endif
endif
endFunction
event onReset()
self.reset()
self.clearDestruction()
goToState("waiting")
endEvent
event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
; debug.Trace(self + " has received destruction event #" + aiCurrentStage)
endEvent