140 lines
4.4 KiB
Plaintext
140 lines
4.4 KiB
Plaintext
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ScriptName masterAmbushScript extends Actor
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{Script that lives on the actor and takes care of all instances of how an actor can come out of idle state while in ambush mode}
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import game
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import debug
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String Property ACTOR_VARIABLE = "Variable01" AutoReadOnly
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{By default, this property is set to Variable01.}
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Float Property ACTOR_VARIABLE_ON_TRIGGER = 1.0 AutoReadOnly
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{By default this property is set to 1.}
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Float Property ACTOR_VARIABLE_ON_RESET = 0.0 AutoReadOnly
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Float Property AGGRESSION_ON_TRIGGER = 2.0 AutoReadOnly
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{
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By default this property is set to 2 (very aggressive).
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0 - Unaggressive - will not initiate combat
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1 - Aggressive - will attack enemies on sight
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2 - Very Aggressive - Will attack enemies and neutrals on sight
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3 - Frenzied - Will attack anyone else
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}
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Float Property AGGRESSION_ON_RESET = 0.0 AutoReadOnly
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keyword property linkKeyword auto
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{if this has a linkedRef with this keyword, we will activate it once when hit, activated, or on combat begin}
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bool property ambushOnTrigger = false auto
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{By default, this is set to false. Set to true if you want encounter to come out of ambush when player enters trigger}
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Bool Property helpAlliesOnTrigger = false auto
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{By default, this is set to false. Set to true if the NPC helps nobody while ambushing, and helps allies when the ambush is triggered}
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Bool Property dontResetAggression = false auto
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{By default, this is set to false. Set to true if the NPC doesn't need its aggression raised when the ambush is triggered}
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;**********************************************
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Event onReset()
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;messagebox ("in reset")
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self.setAV(ACTOR_VARIABLE, ACTOR_VARIABLE_ON_RESET)
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If dontResetAggression == False
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self.setAv("Aggression", AGGRESSION_ON_RESET)
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EndIf
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If helpAlliesOnTrigger
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self.setAV("Assistance", 0) ; Help nobody
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EndIf
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self.evaluatePackage()
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endEvent
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;**********************************************
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auto State waiting
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;The actor can exit the furniture in multiple ways. We need to listen for all of these
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;events and if any are called, then go to All Done state, since we don't need to listen
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;for any other events because any of the events will get the actor out of the furniture.
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;Handle Activation
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Event onActivate(ObjectReference triggerRef)
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;trace("in onactivate")
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if ambushOnTrigger || (triggerRef == game.getPlayer())
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;player has activated draugr, so leave state
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gotoState("allDone")
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else
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;trigger activated them, so set their aggression to 2, but do not leave state
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_RaiseAggression()
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endif
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endEvent
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;Handle onHit
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Event onHit(objectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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;trace("in onhit")
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gotoState("allDone")
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endEvent
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;Handle other cases that cause them to come out of furniture
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;Using onGetUp as a safety net
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Event onGetUp(ObjectReference myFurniture)
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Cell parentCell = GetParentCell()
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;trace("in getup")
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if (parentCell && parentCell.IsAttached() && (is3DLoaded()))
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gotoState("allDone")
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endif
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endEvent
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Event OnCombatStateChanged(Actor actorRef, int aeCombatState)
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;trace("in combatstatechanged")
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if (aeCombatState != 0) ; 0 = not in combat, so non-0 means we entered combat
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gotoState("allDone")
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endIf
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endEvent
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;if any of the events above are caught, we leave this state, but first we need to take care
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;of setting up everything we need when we get out of our furniture.
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Event onEndState()
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;trace("in end state")
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;handle things like sarcophagus lids that are the linkedRef of the furniture
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If _TryActivateLinkedRef(getLinkedRef())
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_TryActivateLinkedRef(getNthLinkedRef(2))
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EndIf
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;set actor variables
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self.setAV(ACTOR_VARIABLE, ACTOR_VARIABLE_ON_TRIGGER)
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_RaiseAggression()
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;check to see if actor has a linkedRef with this keyword, if so, then activate it
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If linkKeyword
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_TryActivateLinkedRef(GetLinkedRef(linkKeyword))
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EndIf
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endEvent
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endState
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Bool Function _TryActivateLinkedRef(ObjectReference mylinkedRef)
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If mylinkedRef
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mylinkedRef.Activate(self)
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Return True
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EndIf
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Return False
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EndFunction
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Function _RaiseAggression()
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If dontResetAggression == False
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self.setAV("Aggression", AGGRESSION_ON_TRIGGER)
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EndIf
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If helpAlliesOnTrigger
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self.setAV("Assistance", 1) ; Help allies
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EndIf
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self.EvaluatePackage()
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EndFunction
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;**********************************************
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State allDone
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;do nothing
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endState
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;**********************************************
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