Cleaned up TrapExplosiveGas
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@ -1,7 +1,4 @@
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scriptName TrapExplosiveGas extends objectReference
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scriptName TrapExplosiveGas extends objectReference
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;
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;
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;==================================================
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formlist property flExplodesGasTrapOnHit auto
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formlist property flExplodesGasTrapOnHit auto
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{projectiles that will set this off when they hit}
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{projectiles that will set this off when they hit}
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@ -18,7 +15,6 @@ formlist property flExplodesGasTrapEquippedSpell auto
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formlist property trapGasWeapon auto
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formlist property trapGasWeapon auto
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{weapons that will set this off on hit, specifically explosions}
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{weapons that will set this off on hit, specifically explosions}
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bool actorHasWeaponsDrawn = TRUE ;remove this later
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bool property checkActorEquippedItems = TRUE auto
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bool property checkActorEquippedItems = TRUE auto
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{Whether or not to check items the player is carrying
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{Whether or not to check items the player is carrying
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default = True on explosive gas
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default = True on explosive gas
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@ -32,11 +28,10 @@ keyword property flameKeyword Auto
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keyword property lightningKeyword auto
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keyword property lightningKeyword auto
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bool property lightningIgnites = TRUE Auto
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bool property lightningIgnites = TRUE Auto
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{if this is true lightning should ignite this trap
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{if this is true lightning should ignite this trap
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default == false}
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default == true}
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light property Torch01 auto
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light property Torch01 auto
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projectile property storedProjectile auto hidden
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projectile property storedProjectile auto hidden
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objectReference property storedObjRef auto hidden
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MagicEffect property storedEffect1 auto hidden
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MagicEffect property storedEffect1 auto hidden
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MagicEffect property storedEffect2 auto hidden
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MagicEffect property storedEffect2 auto hidden
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MagicEffect property storedEffect3 auto hidden
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MagicEffect property storedEffect3 auto hidden
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@ -48,17 +43,13 @@ auto state waiting
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event onHit(objectReference akAggressor, form akWeapon, projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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event onHit(objectReference akAggressor, form akWeapon, projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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if !akProjectile || akProjectile != storedProjectile
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if !akProjectile || akProjectile != storedProjectile
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storedProjectile = akProjectile
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storedProjectile = akProjectile
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; debug.Trace(self + " is testing " + akProjectile + " due to onHit, akWeapon = " + akWeapon)
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;USKP 1.3.2 added NONE checks due to numerous Papyrus errors.
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;USKP 1.3.2 added NONE checks due to numerous Papyrus errors.
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If( (trapGasWeapon != NONE && trapGasWeapon.hasForm(akWeapon)) || akweapon == torch01 )
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If( (trapGasWeapon != NONE && trapGasWeapon.hasForm(akWeapon)) || akweapon == torch01 )
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; debug.Trace(self + " is exploding due to " + akWeapon + " being in formlist " + TrapGasWeapon)
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GasExplode(akAggressor)
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GasExplode(akAggressor)
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ElseIf( flExplodesGasTrapOnHit != NONE && flExplodesGasTrapOnHit.hasForm(akProjectile) )
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ElseIf( flExplodesGasTrapOnHit != NONE && flExplodesGasTrapOnHit.hasForm(akProjectile) )
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; debug.Trace(self + " is exploding due to " + akProjectile)
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GasExplode(akAggressor)
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GasExplode(akAggressor)
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ElseIf akWeapon.HasKeyword(flameKeyword) || ( lightningIgnites && akWeapon.HasKeyword(lightningKeyword) )
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ElseIf akWeapon.HasKeyword(flameKeyword) || ( lightningIgnites && akWeapon.HasKeyword(lightningKeyword) )
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; debug.Trace(self + " is exploding due to " + akWeapon + " - hasKeyword")
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GasExplode(akAggressor)
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GasExplode(akAggressor)
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endif
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endif
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endif
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endif
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@ -81,15 +72,11 @@ auto state waiting
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storedEffect4 = akEffect
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storedEffect4 = akEffect
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storedEffectIncrement = 1
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storedEffectIncrement = 1
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endif
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endif
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; debug.Trace(self + " is testing " + akEffect + " due to onMagicEffectApply")
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if flExplodesGasTrapOnMagicEffectApply.hasForm(akEffect as form)
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if flExplodesGasTrapOnMagicEffectApply.hasForm(akEffect as form)
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; debug.Trace(self + " is exploding due to " + akEffect)
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GasExplode(akCaster)
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GasExplode(akCaster)
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elseif akEffect.hasKeyword(flameKeyword)
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elseif akEffect.hasKeyword(flameKeyword)
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; debug.Trace(self + " is exploding due to " + akEffect)
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GasExplode(akCaster)
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GasExplode(akCaster)
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elseif lightningIgnites && akEffect.hasKeyword(lightningKeyword)
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elseif lightningIgnites && akEffect.hasKeyword(lightningKeyword)
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; debug.Trace(self + " is exploding due to " + akEffect)
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GasExplode(akCaster)
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GasExplode(akCaster)
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endif
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endif
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endif
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endif
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@ -128,10 +115,7 @@ auto state waiting
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EndState
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EndState
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function GasExplode(objectReference causeActor)
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function GasExplode(objectReference causeActor)
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;if (causeActor as actor)
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self.setActorCause(causeActor as actor)
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self.setActorCause(causeActor as actor)
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;endif
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; debug.Trace(self + " has exploded")
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self.damageObject(5)
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self.damageObject(5)
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endFunction
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endFunction
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@ -161,5 +145,5 @@ event onReset()
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endEvent
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endEvent
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event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
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event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
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; debug.Trace(self + " has received destruction event #" + aiCurrentStage)
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;
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endEvent
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endEvent
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