Added USSEP fixes to 47 scripts
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@ -11,7 +11,16 @@ int atronachHealth
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EVENT OnEffectStart(Actor Target, Actor Caster)
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selfRef = caster
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;USKP 2.0.5 - Stop this from attaching to the player.
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if( selfRef == Game.GetPlayer() )
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Return
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EndIf
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;USKP 2.0.3 - 3D check needed
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if( selfRef.Is3DLoaded() )
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AtronachFrostFXS.Play(selfRef)
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EndIf
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ENDEVENT
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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@ -38,7 +38,7 @@ endState
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STATE busy
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; This is the state when I'm busy animating
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EVENT onActivate (objectReference triggerRef)
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trace (self + " Busy")
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;trace (self + " Busy")
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endEVENT
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endSTATE
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@ -51,10 +51,10 @@ function SetOpen(bool abOpen = true)
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isAnimating = true
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if !isOpen
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gotoState ("busy")
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trace(self + " Opening")
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;trace(self + " Opening")
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playAnimationandWait(openAnim, openEvent) ; Animate Open
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endif
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trace(self + " Opened")
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;trace(self + " Opened")
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isOpen = true
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gotoState("done")
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isAnimating = false
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@ -9,6 +9,6 @@ endEvent
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Event OnTriggerEnter ( objectReference triggerRef )
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if (triggerRef == Game.GetPlayer())
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FlameDamage.Cast(triggerRef, triggerRef)
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FlameDamage.Cast(self, triggerRef)
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endIf
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endEvent
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@ -1,5 +1,6 @@
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Scriptname CarryActorScript extends ObjectReference
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Scriptname CarryActorScript extends Actor
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{Script for actors who carry items around}
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;USKP 2.0.1 - Yes. So explain why it was extending ObjectReference instead. No? Don't even want to try? I thought not.
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MiscObject Property CarryItemMisc Auto
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{item being carried - MiscObject}
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@ -47,8 +48,7 @@ function ChangeCarryState(bool bBeginCarrying, bool bDropItem = false)
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; I'm not carrying anything any more
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bCarryFlag = 0
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; get rid of anim object
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Actor selfActor = (self as ObjectReference) as Actor
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selfActor.PlayIdle(StopCarryingEvent)
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Self.PlayIdle(StopCarryingEvent)
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endif
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endFunction
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@ -20,11 +20,25 @@ EVENT onTriggerEnter(objectReference triggerRef)
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ObjectReference MyLink03 = GetLinkedRef(LinkCustom03)
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ObjectReference MyLink04 = GetLinkedRef(LinkCustom04)
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if( MyLink != None )
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MyLink.Enable(shouldFade)
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EndIf
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if( MyLink01 != None )
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MyLink01.Enable(shouldFade)
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EndIf
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if( MyLink02 != None )
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MyLink02.Enable(shouldFade)
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EndIf
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if( MyLink03 != None )
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MyLink03.Enable(shouldFade)
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EndIf
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if( MyLink04 != None )
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MyLink04.Enable(shouldFade)
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EndIf
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endif
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endEVENT
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@ -36,10 +50,24 @@ EVENT onTriggerLeave(objectReference triggerRef)
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ObjectReference MyLink03 = GetLinkedRef(LinkCustom03)
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ObjectReference MyLink04 = GetLinkedRef(LinkCustom04)
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if( MyLink != None )
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MyLink.Disable(shouldFade)
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EndIf
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if( MyLink01 != None )
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MyLink01.Disable(shouldFade)
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EndIf
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if( MyLink02 != None )
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MyLink02.Disable(shouldFade)
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EndIf
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if( MyLink03 != None )
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MyLink03.Disable(shouldFade)
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EndIf
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if( MyLink04 != None )
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MyLink04.Disable(shouldFade)
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EndIf
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endif
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endEVENT
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@ -10,6 +10,8 @@ EVENT OnTriggerEnter(objectReference actronaut)
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(actorToForce As Actor).EvaluatePackage()
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EndIf
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if (aliasToForce != None)
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if( aliasToForce.GetActorReference() != None ) ;USKP 2.0 - Ya just needed one more sanity check guys :P
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aliasToForce.GetActorReference().EvaluatePackage()
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EndIf
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EndIf
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endEVENT
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@ -51,10 +51,19 @@ Function doorOrDarts()
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endif
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else
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puzzleSolved = false
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;USKP 2.0.1 - Sanity checks. Not all of these are used in each instance of this script.
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if( refActOnFailure01 != None )
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refActOnFailure01.activate (self as objectReference)
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EndIf
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if( refActOnFailure02 != None )
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refActOnFailure02.activate (self as objectReference)
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EndIf
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if( refActOnFailure03 != None )
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refActOnFailure03.activate (self as objectReference)
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EndIf
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if( refActOnFailure04 != None )
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refActOnFailure04.activate (self as objectReference)
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EndIf
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endif
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endFunction
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@ -51,10 +51,19 @@ Function doorOrDarts()
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endif
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else
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puzzleSolved = false
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;USKP 2.0.1 - Sanity checks. Not all of these are used in each instance of this script.
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if( refActOnFailure01 != None )
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refActOnFailure01.activate (self as objectReference)
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EndIf
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if( refActOnFailure02 != None )
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refActOnFailure02.activate (self as objectReference)
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EndIf
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if( refActOnFailure03 != None )
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refActOnFailure03.activate (self as objectReference)
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EndIf
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if( refActOnFailure04 != None )
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refActOnFailure04.activate (self as objectReference)
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EndIf
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endif
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endFunction
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@ -51,10 +51,19 @@ Function doorOrDarts()
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endif
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else
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puzzleSolved = false
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;USKP 2.0.1 - Sanity checks. Not all of these are used in each instance of this script.
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if( refActOnFailure01 != None )
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refActOnFailure01.activate (self as objectReference)
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EndIf
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if( refActOnFailure02 != None )
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refActOnFailure02.activate (self as objectReference)
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EndIf
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if( refActOnFailure03 != None )
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refActOnFailure03.activate (self as objectReference)
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EndIf
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if( refActOnFailure04 != None )
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refActOnFailure04.activate (self as objectReference)
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EndIf
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endif
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endFunction
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@ -41,6 +41,11 @@ EVENT onCellLoad()
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gotoState("down")
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endif
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endif
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;USKP 2.0.5 - If the door bar is disabled, then the navcut box should be as well or it may lead to NPC pathing problems.
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if( IsDisabled() )
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myNavCutLink.disable()
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EndIf
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endEVENT
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STATE down
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@ -22,6 +22,16 @@ Actor selfRef ;local pointer to the curren dragon priest
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EVENT OnEffectStart(Actor Target, Actor Caster)
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selfRef = caster ;local pointer to the curren dragon priest
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;Added by USKP to prevent this effect from appearing on the player.
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If selfRef == Game.GetPlayer()
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Dispel()
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return
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EndIf
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;USSEP 4.1.5 Bug #13749: added this line:
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USSEP_RegisterForAnimationEvents (selfRef)
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if (selfRef.GetSleepState() == 3)
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; Debug.Trace("DP is sleeping! 3")
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else
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@ -35,6 +45,13 @@ ENDEVENT
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Event OnGetUp(ObjectReference akFurniture)
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; Debug.Trace("Dragon preist just got up from " )
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;Play all of the magic fx
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;Added by USKP to prevent this effect from appearing on the player.
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If selfRef == Game.GetPlayer()
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Dispel()
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return
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EndIf
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selfRef.equipitem(DragonPriestArmor01)
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DragonPriestParticlesFX.play(selfRef, -1)
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DragonPriestEyeGlowFX.play(selfRef, -1)
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@ -66,3 +83,17 @@ EVENT OnDying(Actor akKiller)
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ENDEVENT
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;-----------------------------------------------------------------
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; Added by USSEP 4.1.5 for Bug #13749
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;-----------------------------------------------------------------
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Event OnAnimationEvent (ObjectReference akSource, string asEventName)
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;do nothing
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EndEvent
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function USSEP_RegisterForAnimationEvents (actor actorRef)
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if actorRef
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RegisterForAnimationEvent (actorRef, "stage2")
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RegisterForAnimationEvent (actorRef, "stage3")
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endif
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endFunction
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@ -19,9 +19,7 @@ OBJECTREFERENCE victim
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EVENT onLoad()
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; //setting the master script to be the one with the stored vars
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if castSource != None
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mainScript = castSource AS dunKarthspirePuzzleMaster
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endif
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endEVENT
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@ -36,13 +34,11 @@ auto STATE Active
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playAnimation("Down")
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ELSE
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if mainScript != None
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;USKP 2.0.5 - Bethesda didn't bother to check their bool to see if the trigger being stepped on is safe!
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IF(!mainScript.plateSolved && !bSafe)
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spellDmg.cast(castSource, triggerRef)
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TriggerSound.play(self)
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ENDIF
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endif
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playAnimation("Down")
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@ -9,7 +9,8 @@ auto State Listening
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Event onActivate(objectReference triggerRef)
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Actor myActor = triggerRef as Actor
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if (myActor.getState() != "Waiting")
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;USKP 2.0.1 - Added check to make sure the actor exists.
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if (myActor && myActor.getState() != "Waiting")
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gotoState("done")
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playAnimation("exit")
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endif
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@ -45,11 +45,11 @@ import debug
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; call this to persuade target actor
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Function Persuade(Actor pTarget)
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trace("Persuade: " + pTarget)
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;trace("Persuade: " + pTarget)
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; give player skill uses
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUsePersuade = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft")
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trace(self + "Current Skill uses given: " + SkillUsePersuade + " times the Skill Use Multiplier")
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;trace(self + "Current Skill uses given: " + SkillUsePersuade + " times the Skill Use Multiplier")
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AdvanceSkill("Speechcraft", SkillUsePersuade)
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Game.IncrementStat( "Persuasions" )
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if ( Game.QueryStat( "Bribes" ) && Game.QueryStat( "Intimidations" ) )
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@ -58,7 +58,7 @@ Function Persuade(Actor pTarget)
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endFunction
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Function ArrestPersuade(Actor pTarget)
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trace("Persuade: " + pTarget)
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;trace("Persuade: " + pTarget)
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; give player skill uses
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUsePersuade = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft")
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@ -74,10 +74,10 @@ endFunction
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; call this to bribe target actor
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Function Bribe(Actor pTarget)
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trace("Bribe: " + pTarget)
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;trace("Bribe: " + pTarget)
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUseBribe = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft")
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trace(self + "Current Skill uses given: " + SkillUseBribe + " times the Skill Use Multiplier")
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;trace(self + "Current Skill uses given: " + SkillUseBribe + " times the Skill Use Multiplier")
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if pTarget.GetBribeAmount() <= GetPlayer().GetGoldAmount()
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; remove gold
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GetPlayer().RemoveItem(Gold, pTarget.GetBribeAmount())
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@ -97,10 +97,10 @@ endFunction
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; call this to intimidate target actor
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Function Intimidate(Actor pTarget)
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trace("Intimidate: " + pTarget)
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;trace("Intimidate: " + pTarget)
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUseIntimidate = SkillUseMultiplier * Game.GetPlayer().GetAv("Speechcraft")
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trace(self + "Current Skill uses given: " + SkillUseIntimidate + " times the Skill Use Multiplier")
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;trace(self + "Current Skill uses given: " + SkillUseIntimidate + " times the Skill Use Multiplier")
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; intimidate actor
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pTarget.SetIntimidated()
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; give player skill uses. don't if the Brawl quest is running, don't track intimidation stats for Brawl
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@ -110,20 +110,20 @@ endFunction
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; call this to initiate brawl quest through story manager
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Function Brawl(Actor pTarget, Actor pTargetFriend = None)
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trace("Brawl: " + pTarget + ", friend=" + pTargetFriend)
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;trace("Brawl: " + pTarget + ", friend=" + pTargetFriend)
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BrawlKeyword.SendStoryEvent(None, pTarget, pTargetFriend)
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endFunction
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; call this to give gift to target actor
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Function GiveGift(Actor pTarget)
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FormList giftFilter = pTarget.GetActorBase().GetGiftFilter()
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trace("Give Gift: " + pTarget + ", gift filter = " + giftFilter)
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;trace("Give Gift: " + pTarget + ", gift filter = " + giftFilter)
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int favorPointsEarned = pTarget.ShowGiftMenu(true, giftFilter)
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; TEMP cap until we have a formula for this:
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if favorPointsEarned > 100
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favorPointsEarned = 100
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endif
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; give player skill uses
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trace("Give Gift: " + favorPointsEarned * SkillUseGiveGiftMult + " skill uses earned")
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;trace("Give Gift: " + favorPointsEarned * SkillUseGiveGiftMult + " skill uses earned")
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AdvanceSkill("Speechcraft", favorPointsEarned * SkillUseGiveGiftMult)
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endFunction
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@ -18,7 +18,16 @@ int atronachHealth
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EVENT OnEffectStart(Actor Target, Actor Caster)
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selfRef = caster
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;USKP 2.0.1 - Stop this from attaching to the player.
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if( selfRef == Game.GetPlayer() )
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Return
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EndIf
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;USKP 2.0.3 - 3D check, shaders, etc
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if( selfRef.Is3DLoaded() )
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AtronachFlameTrail.Play(selfRef, -1)
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EndIf
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ENDEVENT
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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@ -44,5 +53,3 @@ int atronachHealth
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AtronachFlameDeathFXS.Stop(selfRef)
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endif
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ENDEVENT
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@ -16,6 +16,8 @@ int instanceID00
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;*************************************************
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Event onCellAttach()
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;USKP 2.0.1 - Short delay added to let 3D catch up.
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Utility.Wait(0.5)
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instanceID00 = BirdFlockSound.Play(Self)
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gotoState("Waiting")
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endEvent
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@ -1,4 +1,4 @@
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Scriptname FXDragonBloodDamageScript extends ActiveMagicEffect
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Scriptname FXDragonBloodDamageScript extends ActiveMagicEffect
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{This script applies blood damage geometry to the dragon and turns it on when they are hit based on the direction they are hit from}
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;===============================================
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@ -51,310 +51,151 @@ float HPt4
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bool bDebug = FALSE
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;===============================================
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EVENT OnEffectStart(Actor Target, Actor Caster)
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;Setup stuff has to go here for activeMagicEffect
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selfRef = caster
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; store HP for future use. THis should usually be 100% HP.
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previousHP = selfRef.getActorValue("health")
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; ; debug.TraceConditional("TEST JOEL: Dragon has set previousHP to :"+previousHP, bDebug)
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; ; debug.TraceConditional("TEST JOEL: Dragon Blood FX onEffectStart initialized", bDebug)
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dragonBloodInit()
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ENDEVENT
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EVENT onLoad()
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; ; debug.traceConditional("TEST JOEL: Dragon has loaded ("+selfRef+")", bDebug)
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endEVENT
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EVENT OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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; first intercept to figure out how much damage was done.
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; ; debug.TraceConditional("||===============================", bDebug)
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; ; debug.TraceConditional("|| TEST JOEL: DRAGON HP DIAGNOSTIC", bDebug)
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; ; debug.TraceConditional("|| TEST JOEL: Dragon previous HP="+previousHP, bDebug)
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; ; debug.TraceConditional("|| TEST JOEL: Dragon current HP="+selfRef.getActorValue("health"), bDebug)
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diffHP = previousHP - (selfRef.getActorValue("health"))
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; ; debug.TraceConditional("|| TEST JOEL: Dragon damaged for "+diffHP+"HP", bDebug)
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; determine if I was hit in the front/back/left/right
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hitAngle = selfRef.GetHeadingAngle(akAggressor)
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if hitAngle >= -45 && hitAngle <= 45
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hitDirection = "FRONT"
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; decrement a fake HP counter for this side of the body
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HPfront = (HPfront - diffHP)
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endif
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if hitAngle >= 135 || hitAngle <= -135
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hitDirection = "BACK"
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; decrement a fake HP counter for this side of the body
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HPback = (HPback - diffHP)
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endif
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if hitAngle < -45 && hitAngle > -135
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hitDirection = "LEFT"
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; decrement a fake HP counter for this side of the body
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HPleft = (HPleft - diffHP)
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endif
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if hitAngle > 45 && hitAngle < 135
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hitDirection = "RIGHT"
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; decrement a fake HP counter for this side of the body
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HPright = (HPright - diffHP)
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endif
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|
||||
; ; debug.TraceConditional("|| TEST JOEL: Dragon was hit from the "+hitDirection, bDebug)
|
||||
; ; debug.TraceConditional("|| TEST JOEL: "+hitdirection+" HP = "+HPleft, bDebug)
|
||||
|
||||
; ==============================================
|
||||
; check for updates to blood state
|
||||
if hitDirection == "FRONT"
|
||||
|
||||
int prevStateFront = stateFront
|
||||
|
||||
if (HPfront <= HPt1) && (HPfront > HPt2)
|
||||
stateFront = 1
|
||||
elseif (HPfront <= HPt2) && (HPfront > HPt3)
|
||||
stateFront = 2
|
||||
elseif (HPfront <= HPt3) && (HPfront > HPt4)
|
||||
stateFront = 3
|
||||
elseif (HPfront <= HPt4)
|
||||
stateFront = 4
|
||||
endif
|
||||
|
||||
; see if there was a change in state for this side
|
||||
if stateFront != prevStateFront
|
||||
; concatenate and play appropriate blood FX
|
||||
; ; debug.TraceConditional("|| TEST JOEL: Blood FX State Change: HeadBleed0"+stateFront, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("HeadBleed0"+stateFront)
|
||||
endif
|
||||
endif
|
||||
|
||||
if hitDirection == "BACK"
|
||||
|
||||
int prevStateback = stateback
|
||||
|
||||
if (HPback <= HPt1) && (HPback > HPt2)
|
||||
stateback = 1
|
||||
elseif (HPback <= HPt2) && (HPback > HPt3)
|
||||
stateback = 2
|
||||
elseif (HPback <= HPt3) && (HPback > HPt4)
|
||||
stateback = 3
|
||||
elseif (HPback <= HPt4)
|
||||
stateback = 4
|
||||
endif
|
||||
|
||||
; see if there was a change in state for this side
|
||||
if stateback != prevStateback
|
||||
; concatenate and play appropriate blood FX
|
||||
; ; debug.TraceConditional("|| TEST JOEL: Blood FX State Change: BackBleed0"+stateback, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("TailBleed0"+stateback)
|
||||
endif
|
||||
endif
|
||||
|
||||
if hitDirection == "LEFT"
|
||||
|
||||
int prevStateleft = stateleft
|
||||
|
||||
if (HPleft <= HPt1) && (HPleft > HPt2)
|
||||
stateleft = 1
|
||||
elseif (HPleft <= HPt2) && (HPleft > HPt3)
|
||||
stateleft = 2
|
||||
elseif (HPleft <= HPt3) && (HPleft > HPt4)
|
||||
stateleft = 3
|
||||
elseif (HPleft <= HPt4)
|
||||
stateleft = 4
|
||||
endif
|
||||
|
||||
; see if there was a change in state for this side
|
||||
if stateleft != prevStateleft
|
||||
; concatenate and play appropriate blood FX
|
||||
; ; debug.TraceConditional("|| TEST JOEL: Blood FX State Change: WingLBleed0"+stateleft, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("WingLBleed0"+stateleft)
|
||||
endif
|
||||
endif
|
||||
|
||||
if hitDirection == "RIGHT"
|
||||
|
||||
int prevStateright = stateright
|
||||
|
||||
if (HPright <= HPt1) && (HPright > HPt2)
|
||||
stateright = 1
|
||||
elseif (HPright <= HPt2) && (HPright > HPt3)
|
||||
stateright = 2
|
||||
elseif (HPright <= HPt3) && (HPright > HPt4)
|
||||
stateright = 3
|
||||
elseif (HPright <= HPt4)
|
||||
stateright = 4
|
||||
endif
|
||||
|
||||
; see if there was a change in state for this side
|
||||
if stateright != prevStateright
|
||||
; concatenate and play appropriate blood FX
|
||||
; ; debug.TraceConditional("|| TEST JOEL: Blood FX State Change: WingRBleed0"+stateright, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("WingRBleed0"+stateright)
|
||||
endif
|
||||
endif
|
||||
|
||||
; ==============================================
|
||||
; store our current HP as the previous for accurate maths on future hits.
|
||||
previousHP = selfRef.getActorValue("health")
|
||||
if bDebug == TRUE
|
||||
; ; debug.TraceConditional("|| TEST JOEL: End of onHit()", bDebug)
|
||||
bDebug = false
|
||||
debugVars()
|
||||
endif
|
||||
|
||||
endEVENT
|
||||
|
||||
; EVENT onDeath(actor myKiller)
|
||||
; utility.wait(8.5)
|
||||
; selfRef.PlaySubGraphAnimation("BloodFade")
|
||||
; utility.wait(1.5)
|
||||
; ENDEVENT
|
||||
|
||||
|
||||
;====================================================================
|
||||
; Initialize a bunch of variables
|
||||
;====================================================================
|
||||
FUNCTION dragonBloodInit()
|
||||
; quick safety net to convert percentages if they are entered incorrectly (ie 75% = 0.75)
|
||||
; ; debug.TraceConditional("convert % values to integers", bDebug)
|
||||
if HPpctT1 > 1.0 && HPpctT1 < 100
|
||||
HPpctT1 = HPpctT1*0.01
|
||||
endif
|
||||
if HPpctT2 > 1.0 && HPpctT2 < 100
|
||||
HPpctT2 = HPpctT2*0.01
|
||||
endif
|
||||
if HPpctT2 > 1.0 && HPpctT2 < 100
|
||||
HPpctT2 = HPpctT2*0.01
|
||||
endif
|
||||
if HPpctT3 > 1.0 && HPpctT3 < 100
|
||||
HPpctT3 = HPpctT3*0.01
|
||||
endif
|
||||
|
||||
; store hard point values so we don't have to always work in percentages later
|
||||
HPt1 = HPpctT1 * (selfRef.getBaseAV("health"))
|
||||
HPt2 = HPpctT2 * (selfRef.getBaseAV("health"))
|
||||
HPt3 = HPpctT3 * (selfRef.getBaseAV("health"))
|
||||
HPt4 = HPpctT4 * (selfRef.getBaseAV("health"))
|
||||
|
||||
; set fake location HP counters to current(assume full?) HP
|
||||
HPfront = selfRef.getAV("health")
|
||||
HPback = selfRef.getAV("health")
|
||||
HPleft = selfRef.getAV("health")
|
||||
HPright = selfRef.getAV("health")
|
||||
|
||||
if bDebug == TRUE
|
||||
; ; debug.TraceConditional("|| TEST JOEL : finished Init()", bDebug)
|
||||
debugVars()
|
||||
endif
|
||||
|
||||
endFUNCTION
|
||||
|
||||
FUNCTION debugVars()
|
||||
; ; debug.TraceConditional("||===============================", bDebug)
|
||||
; ; debug.TraceConditional("|| DRAGON BLOOD FX VARIABLE READOUT", bDebug)
|
||||
; ; debug.TraceConditional("|| HPpctT1 = "+HPpctT1, bDebug)
|
||||
; ; debug.TraceConditional("|| HPpctT2 = "+HPpctT2, bDebug)
|
||||
; ; debug.TraceConditional("|| HPpctT3 = "+HPpctT3, bDebug)
|
||||
; ; debug.TraceConditional("|| HPpctT4 = "+HPpctT4, bDebug)
|
||||
; ; debug.TraceConditional("|| HPFront = "+HPFront, bDebug)
|
||||
; ; debug.TraceConditional("|| HPBack = "+HPBack, bDebug)
|
||||
; ; debug.TraceConditional("|| HPLeft = "+HPLeft, bDebug)
|
||||
; ; debug.TraceConditional("|| HPRight = "+HPRight, bDebug)
|
||||
; ; debug.TraceConditional("|| stateFront = "+stateFront, bDebug)
|
||||
; ; debug.TraceConditional("|| stateBack = "+stateBack, bDebug)
|
||||
; ; debug.TraceConditional("|| stateLeft = "+stateLeft, bDebug)
|
||||
; ; debug.TraceConditional("|| stateRight = "+stateRight, bDebug)
|
||||
; ; debug.TraceConditional("|| HPt1 = "+HPt1, bDebug)
|
||||
; ; debug.TraceConditional("|| HPt2 = "+HPt2, bDebug)
|
||||
; ; debug.TraceConditional("|| HPt3 = "+HPt3, bDebug)
|
||||
; ; debug.TraceConditional("|| HPt4 = "+HPt4, bDebug)
|
||||
endFUNCTION
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
STATE markSTATE
|
||||
|
||||
Event OnLoad()
|
||||
; ;Debug.Trace("This dragon is loaded, playing animations should work now")
|
||||
;2017-01-05 by Taka2nd ========================
|
||||
;
|
||||
;Nexus ver1.2
|
||||
;・変数をデフォルトのものに戻す
|
||||
;・不要な変数をコメントアウト
|
||||
;Nexus ver1.2a
|
||||
;・不要な変数をコメントアウトを外す
|
||||
;Nexus ver1.2b
|
||||
;・機能していない不要なイベント処理を削除
|
||||
;
|
||||
;
|
||||
;・PlaySubAnimation()の頻繁なエラーおよびエラースタック
|
||||
;↓
|
||||
;PlaySubAnimation()へのコマンドが逆行および多重化を起こしていた
|
||||
;→排他制御を行っていなかったのとグローバル変数で計算していたのが原因
|
||||
;↓
|
||||
;State文によるの排他の追加および変数の見直しにより解決、それにより多少の負荷軽減効果もあり
|
||||
;
|
||||
;・死亡チェックを追加
|
||||
;・HP計算の不具合→GetActorValuePercentage()に変更
|
||||
;
|
||||
;・PlaySubAnimation()の定期的なエラー、Bleed**を順番通りに実行することで解決
|
||||
;
|
||||
;
|
||||
;Entire script rewritten for USLEEP 3.0.10. Used with permission from Taka2nd.
|
||||
|
||||
Event OnEffectStart(Actor Target, Actor Caster)
|
||||
selfRef = Caster
|
||||
stateFront = 0
|
||||
stateBack = 0
|
||||
stateLeft = 0
|
||||
stateRight = 0
|
||||
PreviousHP = 1.0
|
||||
HPfront = 1.0
|
||||
HPback = 1.0
|
||||
HPleft = 1.0
|
||||
HPright = 1.0
|
||||
|
||||
;USSEP 4.1.5 for Bug #13547: added this line:
|
||||
USSEP_RegisterForAnimationEvents (selfRef)
|
||||
endEvent
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
;Play your particles.
|
||||
selfRef = caster
|
||||
dragonHealth = selfRef.GetAV("Health") as int
|
||||
ENDEVENT
|
||||
|
||||
State __Busy__
|
||||
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
|
||||
endEvent
|
||||
endState
|
||||
|
||||
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
|
||||
|
||||
dragonHealth = selfRef.GetAV("Health") as int
|
||||
; ; Debug.TraceConditional("Dragon's health is" + dragonHealth, bDebug)
|
||||
hitAngle = selfRef.GetHeadingAngle(akAggressor)
|
||||
if hitAngle >= -45 && hitAngle <= 45
|
||||
; ; Debug.TraceConditional(akAggressor + " angle is " + hitAngle, bDebug)
|
||||
; ; Debug.TraceConditional("Dragon was hit in front", bDebug)
|
||||
hitDirection = 0
|
||||
frontBloodStepper = frontBloodStepper + 1
|
||||
elseIf hitAngle > 45 && hitAngle < 135
|
||||
; ; Debug.TraceConditional(akAggressor + " angle is " + hitAngle, bDebug)
|
||||
; ; Debug.TraceConditional("Dragon was hit on right", bDebug)
|
||||
hitDirection = 1
|
||||
rightBloodStepper = rightBloodStepper + 1
|
||||
elseIf hitAngle >= 135 || hitAngle <= -135
|
||||
; ; Debug.TraceConditional(akAggressor + " angle is " + hitAngle, bDebug)
|
||||
; ; Debug.TraceConditional("Dragon was hit in back", bDebug)
|
||||
hitDirection = 2
|
||||
backBloodStepper = backBloodStepper + 1
|
||||
elseIf hitAngle < -45 && hitAngle > -135
|
||||
; ; Debug.TraceConditional(akAggressor + " angle is " + hitAngle, bDebug)
|
||||
; ; Debug.TraceConditional("Dragon was hit on left", bDebug)
|
||||
hitDirection = 3
|
||||
leftBloodStepper = leftBloodStepper + 1
|
||||
GotoState("__Busy__")
|
||||
|
||||
if !selfRef
|
||||
return ;OnHit Event Finish
|
||||
endif
|
||||
|
||||
if hitDirection == 0
|
||||
if frontBloodStepper <= 4
|
||||
; ; Debug.TraceConditional("Dragon head blood stage0" + frontBloodStepper, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("HeadBleed0" + frontBloodStepper)
|
||||
if akAggressor
|
||||
|
||||
float fCurrentHP = selfRef.GetActorValuePercentage("health")
|
||||
if fCurrentHP <= 0
|
||||
return ;OnHit Event Finish
|
||||
endif
|
||||
elseif hitDirection == 1
|
||||
if rightBloodStepper <= 4
|
||||
; ; Debug.TraceConditional("Dragon wing r blood stage0" + rightBloodStepper, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("WingRBleed0" + rightBloodStepper)
|
||||
|
||||
float fDiffHP = PreviousHP - fCurrentHP
|
||||
if fDiffHP > 0
|
||||
|
||||
PreviousHP = fCurrentHP
|
||||
float fHitAngle = selfRef.GetHeadingAngle(akAggressor)
|
||||
|
||||
;FRONT
|
||||
if fHitAngle >= -45 && fHitAngle <= 45
|
||||
HPfront -= fDiffHP
|
||||
if GetBleedState(HPfront) > stateFront
|
||||
stateFront += 1
|
||||
selfRef.PlaySubGraphAnimation("HeadBleed0" + stateFront)
|
||||
endif
|
||||
elseif hitDirection == 2
|
||||
if backBloodStepper <= 4
|
||||
; ; Debug.TraceConditional("Dragon back blood stage0" + backBloodStepper, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("TailBleed0" + backBloodStepper)
|
||||
;BACK
|
||||
elseif fHitAngle >= 135 || fHitAngle <= -135
|
||||
HPback -= fDiffHP
|
||||
if GetBleedState(HPback) > stateBack
|
||||
stateBack += 1
|
||||
selfRef.PlaySubGraphAnimation("TailBleed0" + stateBack)
|
||||
endif
|
||||
elseif hitDirection == 3
|
||||
if leftBloodStepper <= 4
|
||||
; ; Debug.TraceConditional("Dragon wing l blood stage0" + leftBloodStepper, bDebug)
|
||||
selfRef.PlaySubGraphAnimation("WingLBleed0" + leftBloodStepper)
|
||||
;LEFT
|
||||
elseif fHitAngle < 0
|
||||
HPleft -= fDiffHP
|
||||
if GetBleedState(HPleft) > stateLeft
|
||||
stateLeft += 1
|
||||
selfRef.PlaySubGraphAnimation("WingLBleed0" + stateLeft)
|
||||
endif
|
||||
;RIGHT
|
||||
else
|
||||
HPright -= fDiffHP
|
||||
if GetBleedState(HPright) > stateRight
|
||||
stateRight += 1
|
||||
selfRef.PlaySubGraphAnimation("WingRBleed0" + stateRight)
|
||||
endif
|
||||
endif
|
||||
|
||||
endif
|
||||
|
||||
ENDEVENT
|
||||
endif
|
||||
|
||||
;Debug.Trace("OnHit : akAggressor=" + akAggressor + " : akSource=" + akSource + " (" + akSource.GetType() + ") : akProjectile=" + akProjectile)
|
||||
GotoState("")
|
||||
|
||||
EVENT onDeath(actor myKiller)
|
||||
endEVENT
|
||||
|
||||
; selfRef.UnequipItem(ChaurusSpitSkin)
|
||||
int FUNCTION GetBleedState(float fHP)
|
||||
if fHP > HPpctT1
|
||||
return 0
|
||||
elseif fHP > HPpctT2
|
||||
return 1
|
||||
elseif fHP > HPpctT3
|
||||
return 2
|
||||
elseif fHP > HPpctT4
|
||||
return 3
|
||||
endif
|
||||
return 4
|
||||
endFUNCTION
|
||||
|
||||
ENDEVENT
|
||||
endSTATE
|
||||
;-----------------------------------------------------------------
|
||||
; Added by USSEP 4.1.5 for Bug #13547:
|
||||
;-----------------------------------------------------------------
|
||||
|
||||
Event OnAnimationEvent (ObjectReference akSource, string asEventName)
|
||||
;do nothing
|
||||
EndEvent
|
||||
|
||||
function USSEP_RegisterForAnimationEvents (actor dragonRef)
|
||||
if dragonRef
|
||||
RegisterForAnimationEvent (dragonRef, "HeadBleed01")
|
||||
RegisterForAnimationEvent (dragonRef, "HeadBleed02")
|
||||
RegisterForAnimationEvent (dragonRef, "HeadBleed03")
|
||||
RegisterForAnimationEvent (dragonRef, "HeadBleed04")
|
||||
RegisterForAnimationEvent (dragonRef, "TailBleed01")
|
||||
RegisterForAnimationEvent (dragonRef, "TailBleed02")
|
||||
RegisterForAnimationEvent (dragonRef, "TailBleed03")
|
||||
RegisterForAnimationEvent (dragonRef, "TailBleed04")
|
||||
RegisterForAnimationEvent (dragonRef, "WingLBleed01")
|
||||
RegisterForAnimationEvent (dragonRef, "WingLBleed02")
|
||||
RegisterForAnimationEvent (dragonRef, "WingLBleed03")
|
||||
RegisterForAnimationEvent (dragonRef, "WingLBleed04")
|
||||
RegisterForAnimationEvent (dragonRef, "WingRBleed01")
|
||||
RegisterForAnimationEvent (dragonRef, "WingRBleed02")
|
||||
RegisterForAnimationEvent (dragonRef, "WingRBleed03")
|
||||
RegisterForAnimationEvent (dragonRef, "WingRBleed04")
|
||||
endif
|
||||
endFunction
|
||||
|
@ -23,7 +23,15 @@ weapon property Bow auto
|
||||
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
myActorBase = caster.GetLeveledActorBase()
|
||||
;add darkened area fx to all magic draugr
|
||||
FXMagicDraugrDarkeningEffect.Play(selfRef, -1)
|
||||
@ -50,6 +58,7 @@ weapon property Bow auto
|
||||
ENDEVENT
|
||||
|
||||
Event OnEffectFinish(Actor akTarget, Actor akCaster)
|
||||
|
||||
FXMagicDraugrDarkeningEffect.Stop(selfRef)
|
||||
if myActorBase.GetSex() == 0
|
||||
;Play glow art
|
||||
|
@ -12,7 +12,15 @@ VisualEffect Property FXDwarvenCenturionArm02 Auto
|
||||
int test
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
if (selfRef.GetSleepState() == 3)
|
||||
; Debug.Trace("Dwarven cent is sleeping! 3")
|
||||
selfRef.PlaySubGraphAnimation( "StopEffect" )
|
||||
@ -24,6 +32,12 @@ int test
|
||||
ENDEVENT
|
||||
|
||||
Event OnGetUp(ObjectReference akFurniture)
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
; Debug.Trace("Dwarven cent just got up from " )
|
||||
FXDwarvenCenturion.Play(selfRef, -1)
|
||||
FXDwarvenCenturionArm01.Play(selfRef, -1)
|
||||
|
@ -10,7 +10,16 @@ VisualEffect Property FXDwarvenSphereEffect Auto
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
if( selfRef.Is3DLoaded() ) ; 3D check added by USKP 2.0 - triggers errors without it.
|
||||
FXDwarvenSphereEffect.Play(selfRef, -1)
|
||||
EndIf
|
||||
ENDEVENT
|
||||
|
||||
Event OnEffectFinish(Actor akTarget, Actor akCaster)
|
||||
|
@ -13,7 +13,17 @@ Explosion Property ExplosionDwarvenSpider Auto
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
;USKP 2.0.3 - 3D check for shaders.
|
||||
if( selfRef.Is3DLoaded() )
|
||||
FXDwarvenSpiderEffect.Play(selfRef, -1)
|
||||
EndIf
|
||||
ENDEVENT
|
||||
|
||||
Event OnEffectFinish(Actor akTarget, Actor akCaster)
|
||||
|
@ -30,7 +30,7 @@ state playing
|
||||
|
||||
; patch 1.9:
|
||||
event OnCellDetach()
|
||||
debug.trace(self + "playing: OnCellDetach - enable trigger")
|
||||
; debug.trace(self + "playing: OnCellDetach - enable trigger")
|
||||
WordTrigger.Enable()
|
||||
gotoState("waiting")
|
||||
endEvent
|
||||
|
@ -34,6 +34,11 @@ int doWhileLoop
|
||||
endif
|
||||
;Loop to change variable over time
|
||||
while doWhileLoop == 1
|
||||
;USKP 1.3.3 - Bail out of this loop if 3D becomes unloaded.
|
||||
if( !Is3DLoaded() )
|
||||
doWhileLoop = 0
|
||||
EndIf
|
||||
|
||||
myRandom = utility.RandomFloat(myfToggleBlendRageMin,myfToggleBlendRageMax)
|
||||
SetAnimationVariableFloat("fToggleBlend", myRandom)
|
||||
myWaitTime = utility.RandomFloat(waitTimeMin,waitTimeMax)
|
||||
|
@ -10,6 +10,13 @@ Actor selfRef
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
FXNecroSkeletonMultiEffect.play(selfRef, -1)
|
||||
FXSkeletonNecroEyeGlowEffect.play(selfRef, -1)
|
||||
ENDEVENT
|
||||
|
@ -8,8 +8,16 @@ ObjectReference myGlow
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
selfRef = caster
|
||||
|
||||
;USKP 2.0.1 - Stop this from attaching to the player.
|
||||
if( selfRef == Game.GetPlayer() )
|
||||
Return
|
||||
EndIf
|
||||
|
||||
;float myScale = selfRef.getScale()
|
||||
; ;debug.trace("my scale is" + myScale)
|
||||
;USKP 2.0.2 - Delay the effect to let 3D catch up.
|
||||
Utility.Wait(1.0)
|
||||
myGlow = FXSovengardeGlowEffect.play(selfRef, -1)
|
||||
;myGlow.setScale(myScale)
|
||||
SovengardeFXS.Play(selfRef)
|
||||
|
@ -25,10 +25,20 @@ Activator property AshPileObject auto
|
||||
|
||||
EVENT OnEffectStart(Actor Target, Actor Caster)
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
;USKP 2.0.3 - 3D check, shaders, etc
|
||||
if( selfRef.Is3DLoaded() )
|
||||
selfRef.setScale(RandomFloat(scaleRangeMin, scaleRangeMax))
|
||||
IceWraithParticles01.Play(selfRef, -1)
|
||||
selfRef.EquipItem(SkinIceWraithSmokeFins)
|
||||
FXIceWraith2ndFormEffect.play(selfRef, -1)
|
||||
EndIf
|
||||
selfRef.EquipItem(SkinIceWraithSmokeFins)
|
||||
registerForAnimationEvent(selfRef, GroundDiveIceHazard)
|
||||
registerForAnimationEvent(selfRef, ChangeForms)
|
||||
ENDEVENT
|
||||
@ -53,6 +63,7 @@ Activator property AshPileObject auto
|
||||
endEVENT
|
||||
|
||||
EVENT onDying(actor myKiller)
|
||||
|
||||
IceWraithParticles01.Stop(selfRef)
|
||||
FXIceWraith2ndFormEffect.stop(selfRef)
|
||||
selfRef.unEquipItem(SkinIceWraithSmokeFins)
|
||||
|
@ -44,7 +44,7 @@ bool TargetIsImmune = True
|
||||
Event OnEffectStart(Actor Target, Actor Caster)
|
||||
victim = target
|
||||
; DeadAlready = Victim.IsDead()
|
||||
trace("victim == " + victim + ", is this right?")
|
||||
;trace("victim == " + victim + ", is this right?")
|
||||
EndEvent
|
||||
|
||||
|
||||
@ -66,7 +66,7 @@ Event OnDying(Actor Killer)
|
||||
endif
|
||||
|
||||
if TargetIsImmune == False
|
||||
trace("victim just died")
|
||||
;trace("victim just died")
|
||||
; DeadAlready = true
|
||||
victim.SetCriticalStage(Victim.CritStage_DisintegrateStart)
|
||||
;victim.SetAlpha (0.99,False)
|
||||
|
@ -28,6 +28,8 @@ Float Property fDuration = 0.1 auto
|
||||
;=============/
|
||||
|
||||
Event OnEffectFinish(Actor Target, Actor Caster)
|
||||
;USKP 2.0.1 - Can't play stuff if 3D isn't loaded.
|
||||
if( Target.Is3DLoaded() )
|
||||
if EffectShaderFX01 != None
|
||||
EffectShaderFX01.Play(Target,fDuration)
|
||||
endif
|
||||
@ -37,4 +39,5 @@ Event OnEffectFinish(Actor Target, Actor Caster)
|
||||
if EffectShaderFX03 != None
|
||||
EffectShaderFX03.Play(Target,fDuration)
|
||||
endif
|
||||
EndIf
|
||||
EndEvent
|
||||
|
@ -6,8 +6,7 @@ Scriptname PF_CarryFirewood_000D97FA Extends Package Hidden
|
||||
Function Fragment_2(Actor akActor)
|
||||
;BEGIN CODE
|
||||
; ; debug.trace(self + " OnEnd")
|
||||
;ObjectReference meRef = akActor as ObjectReference
|
||||
;(meRef as CarryActorScript).ChangeCarryState(false)
|
||||
;(akActor as CarryActorScript).ChangeCarryState(false)
|
||||
;END CODE
|
||||
EndFunction
|
||||
;END FRAGMENT
|
||||
@ -16,8 +15,8 @@ EndFunction
|
||||
Function Fragment_1(Actor akActor)
|
||||
;BEGIN CODE
|
||||
; ; debug.trace(self + " OnChange")
|
||||
ObjectReference meRef = akActor as ObjectReference
|
||||
(meRef as CarryActorScript).ChangeCarryState(false)
|
||||
;USKP 2.0.1 - Properly handling itself as an Actor now.
|
||||
(akActor as CarryActorScript).ChangeCarryState(false)
|
||||
;END CODE
|
||||
EndFunction
|
||||
;END FRAGMENT
|
||||
@ -26,8 +25,8 @@ EndFunction
|
||||
Function Fragment_3(Actor akActor)
|
||||
;BEGIN CODE
|
||||
; ; debug.trace(self + " OnBegin")
|
||||
ObjectReference meRef = akActor as ObjectReference
|
||||
(meRef as CarryActorScript).ChangeCarryState(true)
|
||||
;USKP 2.0.1 - Properly handling itself as an Actor now.
|
||||
(akActor as CarryActorScript).ChangeCarryState(true)
|
||||
;END CODE
|
||||
EndFunction
|
||||
;END FRAGMENT
|
||||
|
@ -20,7 +20,7 @@ endEVENT
|
||||
|
||||
EVENT OnActivate(ObjectReference TriggerRef)
|
||||
|
||||
Trace("DARYL - " + self + " I've been activated, opening container: " + ShelfContainer)
|
||||
;Trace("DARYL - " + self + " I've been activated, opening container: " + ShelfContainer)
|
||||
ShelfContainer.Activate(Game.GetPlayer(), FALSE)
|
||||
|
||||
endEVENT
|
||||
|
@ -1,4 +1,5 @@
|
||||
Scriptname PlayerBookShelfContainerScript extends ObjectReference
|
||||
{This script has been overhauled to fix several issues listed in USLEEP 3.0.1 - Bug #19515. This overhaul was contributed by Adria.}
|
||||
|
||||
import debug
|
||||
import utility
|
||||
@ -133,6 +134,7 @@ GlobalVariable Property BookShelfGlobal Auto
|
||||
{Global showing whether or not the player has ever activated a bookshelf}
|
||||
|
||||
|
||||
|
||||
EVENT OnCellLoad()
|
||||
if AlreadyLoaded == FALSE
|
||||
;Trace("BOOKCASE - Running OnCellLoad()")
|
||||
@ -164,13 +166,23 @@ EVENT OnCellLoad()
|
||||
|
||||
AlreadyLoaded = TRUE
|
||||
endif
|
||||
endEVENT
|
||||
|
||||
; Check if this shelf has already been messed up by vanilla bug, and issue a warning in a log.
|
||||
; Actual healing process will trigger when all books are removed from the display shelf.
|
||||
;if !(CurrentBookAmount >= 0 && CurrentBookAmount <= MaxBooksAllowed && CurrentBookAmount == NumBooksOnShelf())
|
||||
; Trace("BookShelfFix - An inconsistent bookshelf " + self + " found in " + self.GetCurrentLocation() + ", fix will be applied when you pull out all the books from the shelf.")
|
||||
;endif
|
||||
endEVENT
|
||||
|
||||
|
||||
EVENT OnActivate(ObjectReference akActionRef)
|
||||
; Removing all items from container as a precaution
|
||||
;Trace("BOOKCASE - I've been ACTIVATED!")
|
||||
|
||||
;USLEEP 3.0.1 - Bug #19515
|
||||
CleanInvalidPlacedBooks()
|
||||
CurrentBookAmount = NumBooksOnShelf()
|
||||
|
||||
BlockActivate()
|
||||
;Trace("BOOKCASE - Blocking activate on all books")
|
||||
;Trace("BOOKCASE - BookShelfTrigger01Ref = " + BookShelfTrigger01Ref)
|
||||
@ -202,6 +214,17 @@ EVENT OnActivate(ObjectReference akActionRef)
|
||||
|
||||
Wait(0.25)
|
||||
; The following will fire when the player leaves inventory
|
||||
|
||||
;USLEEP 3.0.1 - Bug #19515
|
||||
; When display shelf becomes empty, reset it to fix corrupted shelves
|
||||
if NumBooksOnShelf() == 0
|
||||
RemoveAllItems(akTransferTo = Game.GetPlayer(), abRemoveQuestItems = true) ; make sure all the books are transfered into player's inventory
|
||||
ClearDisplayShelf()
|
||||
Wait(0.25) ; wait until RemoveAllItems() is (hopefully) done
|
||||
CurrentBookAmount = 0
|
||||
;Trace("BookShelfFix - Cleaned up bookshelf " + self + ". This is not an error.")
|
||||
endif
|
||||
|
||||
;Trace("BOOKCASE - Out of Inventory so placing all the books")
|
||||
UpdateBooks()
|
||||
|
||||
@ -394,7 +417,8 @@ endFunction
|
||||
|
||||
|
||||
Function RemoveBooks(Form BookBase, Int BookAmount)
|
||||
; Find an empty book form and place the new book there
|
||||
; Find the removed book form(s) and remove it from the display
|
||||
|
||||
While BookAmount > 0
|
||||
if PlacedBook01 == BookBase
|
||||
;Trace("BOOKCASE - PlacedBook01 matches, Removing this book")
|
||||
@ -572,7 +596,8 @@ ObjectReference Function UpdateSingleBook(Form TargetBook, ObjectReference Place
|
||||
; Note - it would be more efficient to move the book to its home position if the desired
|
||||
; book matches the placed book, but MoveTo doesn't work correctly with multi-part dynamic
|
||||
; objects. So we sidestep the issue by always deleting and placing
|
||||
if PlacedBookRef
|
||||
;USLEEP 3.0.1 - Bug #19515 added form ID check here.
|
||||
if PlacedBookRef && PlacedBookRef.GetFormID()
|
||||
PlacedBookRef.Disable()
|
||||
PlacedBookRef.Delete()
|
||||
endIf
|
||||
@ -613,9 +638,373 @@ Function UpdateBooks()
|
||||
GoToState("") ; Now allow books to be updated again
|
||||
EndFunction
|
||||
|
||||
|
||||
State PlacingBooks
|
||||
Function UpdateBooks()
|
||||
; Already updating books, so ignore
|
||||
EndFunction
|
||||
EndState
|
||||
|
||||
|
||||
;
|
||||
; ;USLEEP 3.0.1 - Bug #19515: Everything past this point is new stuff to support fixing the bookshelf containers.
|
||||
;
|
||||
Function PickUp(ObjectReference BookRef)
|
||||
;Trace("BookShelfFix " + self + " PickUp() - " + BookRef + ", Base = " + BookRef.GetBaseObject())
|
||||
|
||||
if (BookRef && BookRef.GetBaseObject() as Book)
|
||||
|
||||
; Remove a display book first
|
||||
if RemoveBookByRef(BookRef)
|
||||
|
||||
GoToState("PickingUp")
|
||||
; Then remove a book in container
|
||||
self.RemoveItem(BookRef.GetBaseObject(), 1)
|
||||
Wait(0.25) ; wait for OnItemRemoved() event to fire
|
||||
|
||||
GoToState("")
|
||||
endif
|
||||
endIf
|
||||
EndFunction
|
||||
|
||||
|
||||
State PickingUp
|
||||
; Used when a book has been picked up directly from the display
|
||||
|
||||
Event OnBeginState() ; You Shall Not Pass!
|
||||
self.BlockActivation(True)
|
||||
BlockActivate()
|
||||
;Trace("BookShelfFix " + self + " PickingUp State - Entered State")
|
||||
EndEvent
|
||||
|
||||
Event OnActivate(ObjectReference akActionRef)
|
||||
EndEvent
|
||||
|
||||
Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
|
||||
;Trace("BookShelfFix " + self + " PickingUp State - Item " + akBaseItem + " removed from shelf inventory")
|
||||
CurrentBookAmount -= aiItemCount
|
||||
EndEvent
|
||||
|
||||
Event OnEndState()
|
||||
;Trace("BookShelfFix " + self + " PickingUp State - Leaving State")
|
||||
UnblockActivate()
|
||||
self.BlockActivation(False)
|
||||
EndEvent
|
||||
|
||||
EndState
|
||||
|
||||
|
||||
Bool Function RemoveBookByRef(ObjectReference BookRef)
|
||||
; If the book had been picked up directly, and if there were multiple copies of it on the shelf,
|
||||
; we need to determine the exact location of the book rather than the first copy in a list.
|
||||
; Returns True if BookRef has been successfully dismembered from the list or False when the book was missing
|
||||
|
||||
if !BookRef
|
||||
return False
|
||||
endif
|
||||
|
||||
int BookRefID = BookRef.GetFormID()
|
||||
|
||||
; These references could be a derivative of ObjectReference such as DefaultSetStageOnPlayerAcquireItem
|
||||
; and would never match even if they were cast into ObjectReference, so compare their FormIDs rather than comparing them directly.
|
||||
if PlacedBook01Ref && PlacedBook01Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook01 matches, Removing this book")
|
||||
PlacedBook01 = EmptyForm
|
||||
PlacedBook01Ref = EmptyRef
|
||||
elseif PlacedBook02Ref && PlacedBook02Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook02 matches, Removing this book")
|
||||
PlacedBook02 = EmptyForm
|
||||
PlacedBook02Ref = EmptyRef
|
||||
elseif PlacedBook03Ref && PlacedBook03Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook03 matches, Removing this book")
|
||||
PlacedBook03 = EmptyForm
|
||||
PlacedBook03Ref = EmptyRef
|
||||
elseif PlacedBook04Ref && PlacedBook04Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook04 matches, Removing this book")
|
||||
PlacedBook04 = EmptyForm
|
||||
PlacedBook04Ref = EmptyRef
|
||||
elseif PlacedBook05Ref && PlacedBook05Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook05 matches, Removing this book")
|
||||
PlacedBook05 = EmptyForm
|
||||
PlacedBook05Ref = EmptyRef
|
||||
elseif PlacedBook06Ref && PlacedBook06Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook06 matches, Removing this book")
|
||||
PlacedBook06 = EmptyForm
|
||||
PlacedBook06Ref = EmptyRef
|
||||
elseif PlacedBook07Ref && PlacedBook07Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook07 matches, Removing this book")
|
||||
PlacedBook07 = EmptyForm
|
||||
PlacedBook07Ref = EmptyRef
|
||||
elseif PlacedBook08Ref && PlacedBook08Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook08 matches, Removing this book")
|
||||
PlacedBook08 = EmptyForm
|
||||
PlacedBook08Ref = EmptyRef
|
||||
elseif PlacedBook09Ref && PlacedBook09Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook09 matches, Removing this book")
|
||||
PlacedBook09 = EmptyForm
|
||||
PlacedBook09Ref = EmptyRef
|
||||
elseif PlacedBook10Ref && PlacedBook10Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook10 matches, Removing this book")
|
||||
PlacedBook10 = EmptyForm
|
||||
PlacedBook10Ref = EmptyRef
|
||||
elseif PlacedBook11Ref && PlacedBook11Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook11 matches, Removing this book")
|
||||
PlacedBook11 = EmptyForm
|
||||
PlacedBook11Ref = EmptyRef
|
||||
elseif PlacedBook12Ref && PlacedBook12Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook12 matches, Removing this book")
|
||||
PlacedBook12 = EmptyForm
|
||||
PlacedBook12Ref = EmptyRef
|
||||
elseif PlacedBook13Ref && PlacedBook13Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook13 matches, Removing this book")
|
||||
PlacedBook13 = EmptyForm
|
||||
PlacedBook13Ref = EmptyRef
|
||||
elseif PlacedBook14Ref && PlacedBook14Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook14 matches, Removing this book")
|
||||
PlacedBook14 = EmptyForm
|
||||
PlacedBook14Ref = EmptyRef
|
||||
elseif PlacedBook15Ref && PlacedBook15Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook15 matches, Removing this book")
|
||||
PlacedBook15 = EmptyForm
|
||||
PlacedBook15Ref = EmptyRef
|
||||
elseif PlacedBook16Ref && PlacedBook16Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook16 matches, Removing this book")
|
||||
PlacedBook16 = EmptyForm
|
||||
PlacedBook16Ref = EmptyRef
|
||||
elseif PlacedBook17Ref && PlacedBook17Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook17 matches, Removing this book")
|
||||
PlacedBook17 = EmptyForm
|
||||
PlacedBook17Ref = EmptyRef
|
||||
elseif PlacedBook18Ref && PlacedBook18Ref.GetFormID() == BookRefID
|
||||
;Trace("BookShelfFix RemoveBookByRef() - PlacedBook18 matches, Removing this book")
|
||||
PlacedBook18 = EmptyForm
|
||||
PlacedBook18Ref = EmptyRef
|
||||
else
|
||||
return False
|
||||
endif
|
||||
|
||||
return True
|
||||
EndFunction
|
||||
|
||||
|
||||
Int Function NumBooksOnShelf()
|
||||
; Count number of books displayed on shelf (not ones kept in inventory)
|
||||
int bookCnt = 0
|
||||
|
||||
Form[] PlacedBookAr = new Form[18]
|
||||
|
||||
PlacedBookAr[0] = PlacedBook01
|
||||
PlacedBookAr[1] = PlacedBook02
|
||||
PlacedBookAr[2] = PlacedBook03
|
||||
PlacedBookAr[3] = PlacedBook04
|
||||
PlacedBookAr[4] = PlacedBook05
|
||||
PlacedBookAr[5] = PlacedBook06
|
||||
PlacedBookAr[6] = PlacedBook07
|
||||
PlacedBookAr[7] = PlacedBook08
|
||||
PlacedBookAr[8] = PlacedBook09
|
||||
PlacedBookAr[9] = PlacedBook10
|
||||
PlacedBookAr[10] = PlacedBook11
|
||||
PlacedBookAr[11] = PlacedBook12
|
||||
PlacedBookAr[12] = PlacedBook13
|
||||
PlacedBookAr[13] = PlacedBook14
|
||||
PlacedBookAr[14] = PlacedBook15
|
||||
PlacedBookAr[15] = PlacedBook16
|
||||
PlacedBookAr[16] = PlacedBook17
|
||||
PlacedBookAr[17] = PlacedBook18
|
||||
|
||||
int i = 0
|
||||
|
||||
while (i < MaxBooksAllowed && i < 18)
|
||||
if PlacedBookAr[i]
|
||||
bookCnt += 1
|
||||
endif
|
||||
i += 1
|
||||
endwhile
|
||||
|
||||
; Note that number of books in inventory could NOT match this number due to bugs in vanilla script
|
||||
return bookCnt
|
||||
EndFunction
|
||||
|
||||
Function ClearDisplayShelf()
|
||||
; Clear BaseID row for display shelf and give back any books in incorrect slots to player
|
||||
|
||||
ObjectReference player = Game.GetPlayer()
|
||||
|
||||
;Trace("BookShelfFix - ClearDisplayShelf()")
|
||||
|
||||
if (MaxBooksAllowed < 1 && PlacedBook01)
|
||||
player.AddItem(PlacedBook01, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 2 && PlacedBook02)
|
||||
player.AddItem(PlacedBook02, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 3 && PlacedBook03)
|
||||
player.AddItem(PlacedBook03, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 4 && PlacedBook04)
|
||||
player.AddItem(PlacedBook04, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 5 && PlacedBook05)
|
||||
player.AddItem(PlacedBook05, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 6 && PlacedBook06)
|
||||
player.AddItem(PlacedBook06, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 7 && PlacedBook07)
|
||||
player.AddItem(PlacedBook07, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 8 && PlacedBook08)
|
||||
player.AddItem(PlacedBook08, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 9 && PlacedBook09)
|
||||
player.AddItem(PlacedBook09, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 10 && PlacedBook10)
|
||||
player.AddItem(PlacedBook10, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 11 && PlacedBook11)
|
||||
player.AddItem(PlacedBook11, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 12 && PlacedBook12)
|
||||
player.AddItem(PlacedBook12, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 13 && PlacedBook13)
|
||||
player.AddItem(PlacedBook13, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 14 && PlacedBook14)
|
||||
player.AddItem(PlacedBook14, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 15 && PlacedBook15)
|
||||
player.AddItem(PlacedBook15, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 16 && PlacedBook16)
|
||||
player.AddItem(PlacedBook16, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 17 && PlacedBook17)
|
||||
player.AddItem(PlacedBook17, 1, true)
|
||||
endif
|
||||
if (MaxBooksAllowed < 18 && PlacedBook18)
|
||||
player.AddItem(PlacedBook18, 1, true)
|
||||
endif
|
||||
|
||||
PlacedBook01 = EmptyForm
|
||||
PlacedBook02 = EmptyForm
|
||||
PlacedBook03 = EmptyForm
|
||||
PlacedBook04 = EmptyForm
|
||||
PlacedBook05 = EmptyForm
|
||||
PlacedBook06 = EmptyForm
|
||||
PlacedBook07 = EmptyForm
|
||||
PlacedBook08 = EmptyForm
|
||||
PlacedBook09 = EmptyForm
|
||||
PlacedBook10 = EmptyForm
|
||||
PlacedBook11 = EmptyForm
|
||||
PlacedBook12 = EmptyForm
|
||||
PlacedBook13 = EmptyForm
|
||||
PlacedBook14 = EmptyForm
|
||||
PlacedBook15 = EmptyForm
|
||||
PlacedBook16 = EmptyForm
|
||||
PlacedBook17 = EmptyForm
|
||||
PlacedBook18 = EmptyForm
|
||||
EndFunction
|
||||
|
||||
|
||||
Function CleanInvalidPlacedBooks()
|
||||
; Clean invalid (nonexistent) forms off PlacedBook**. Invalid forms may be resulted in removed mods.
|
||||
; Cleaning them will prevent them from eating up PlacedBook slots permanently.
|
||||
|
||||
if !(PlacedBook01 && PlacedBook01.GetFormID()) ; nonexistent forms are still cast into True, but their ID are always 0
|
||||
PlacedBook01 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook02 && PlacedBook02.GetFormID())
|
||||
PlacedBook02 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook03 && PlacedBook03.GetFormID())
|
||||
PlacedBook03 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook04 && PlacedBook04.GetFormID())
|
||||
PlacedBook04 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook05 && PlacedBook05.GetFormID())
|
||||
PlacedBook05 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook06 && PlacedBook06.GetFormID())
|
||||
PlacedBook06 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook07 && PlacedBook07.GetFormID())
|
||||
PlacedBook07 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook08 && PlacedBook08.GetFormID())
|
||||
PlacedBook08 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook09 && PlacedBook09.GetFormID())
|
||||
PlacedBook09 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook10 && PlacedBook10.GetFormID())
|
||||
PlacedBook10 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook11 && PlacedBook11.GetFormID())
|
||||
PlacedBook11 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook12 && PlacedBook12.GetFormID())
|
||||
PlacedBook12 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook13 && PlacedBook13.GetFormID())
|
||||
PlacedBook13 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook14 && PlacedBook14.GetFormID())
|
||||
PlacedBook14 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook15 && PlacedBook15.GetFormID())
|
||||
PlacedBook15 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook16 && PlacedBook16.GetFormID())
|
||||
PlacedBook16 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook17 && PlacedBook17.GetFormID())
|
||||
PlacedBook17 = EmptyForm
|
||||
endif
|
||||
if !(PlacedBook18 && PlacedBook18.GetFormID())
|
||||
PlacedBook18 = EmptyForm
|
||||
endif
|
||||
|
||||
EndFunction
|
||||
|
||||
;USSEP 4.1.5 Bug #13862 - Added to reset all bookshelf form and reference pointers after the chest has been dumped by the prefabs script.
|
||||
Function USSEP_ClearAllBookForms()
|
||||
PlacedBook01 = EmptyForm
|
||||
PlacedBook02 = EmptyForm
|
||||
PlacedBook03 = EmptyForm
|
||||
PlacedBook04 = EmptyForm
|
||||
PlacedBook05 = EmptyForm
|
||||
PlacedBook06 = EmptyForm
|
||||
PlacedBook07 = EmptyForm
|
||||
PlacedBook08 = EmptyForm
|
||||
PlacedBook09 = EmptyForm
|
||||
PlacedBook10 = EmptyForm
|
||||
PlacedBook11 = EmptyForm
|
||||
PlacedBook12 = EmptyForm
|
||||
PlacedBook13 = EmptyForm
|
||||
PlacedBook14 = EmptyForm
|
||||
PlacedBook15 = EmptyForm
|
||||
PlacedBook16 = EmptyForm
|
||||
PlacedBook17 = EmptyForm
|
||||
PlacedBook18 = EmptyForm
|
||||
PlacedBook01Ref = EmptyRef
|
||||
PlacedBook02Ref = EmptyRef
|
||||
PlacedBook03Ref = EmptyRef
|
||||
PlacedBook04Ref = EmptyRef
|
||||
PlacedBook05Ref = EmptyRef
|
||||
PlacedBook06Ref = EmptyRef
|
||||
PlacedBook07Ref = EmptyRef
|
||||
PlacedBook08Ref = EmptyRef
|
||||
PlacedBook09Ref = EmptyRef
|
||||
PlacedBook10Ref = EmptyRef
|
||||
PlacedBook11Ref = EmptyRef
|
||||
PlacedBook12Ref = EmptyRef
|
||||
PlacedBook13Ref = EmptyRef
|
||||
PlacedBook14Ref = EmptyRef
|
||||
PlacedBook15Ref = EmptyRef
|
||||
PlacedBook16Ref = EmptyRef
|
||||
PlacedBook17Ref = EmptyRef
|
||||
PlacedBook18Ref = EmptyRef
|
||||
EndFunction
|
||||
|
@ -1,4 +1,5 @@
|
||||
Scriptname PlayerBookShelfTriggerSCRIPT extends ObjectReference
|
||||
{This script has been overhauled to fix several issues listed in USLEEP 3.0.1 - Bug #19515. This overhaul was contributed by Adria.}
|
||||
|
||||
import debug
|
||||
import utility
|
||||
@ -36,14 +37,16 @@ auto STATE WaitForBooks
|
||||
;Trace("DARYL - " + self + " Player has a hold of this reference, do nothing")
|
||||
else
|
||||
; Player isnt' grabbing this reference, check to see if it's in the container.
|
||||
if Shelfcontainer.GetItemCount(TriggerRef.GetBaseObject()) >= 1
|
||||
Shelfcontainer.RemoveItem(TriggerRef.GetBaseObject(), 1)
|
||||
(Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount = (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount - 1
|
||||
(ShelfContainer as PlayerBookShelfContainerScript).RemoveBooks((TriggerRef.GetBaseObject()), 1)
|
||||
else
|
||||
;Trace("BookShelfFix Trigger - Trying to pick up " + TriggerRef)
|
||||
;if Shelfcontainer.GetItemCount(TriggerRef.GetBaseObject()) >= 1
|
||||
;USLEEP 3.0.1 - Bug #19515
|
||||
(Shelfcontainer as PlayerBookShelfContainerScript).PickUp(TriggerRef)
|
||||
;(Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount = (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount - 1
|
||||
;(ShelfContainer as PlayerBookShelfContainerScript).RemoveBooks((TriggerRef.GetBaseObject()), 1)
|
||||
;else
|
||||
; There is no book based on this form in the container
|
||||
;Trace("DARYL - " + self + " Container doesn't contain this book")
|
||||
endif
|
||||
;endif
|
||||
endif
|
||||
endif
|
||||
endEvent
|
||||
@ -59,5 +62,4 @@ STATE IgnoreBooks
|
||||
endSTATE
|
||||
|
||||
|
||||
|
||||
int Property testint Auto
|
||||
|
@ -20,7 +20,7 @@ endEVENT
|
||||
|
||||
EVENT OnActivate(ObjectReference TriggerRef)
|
||||
|
||||
Trace("DARYL - " + self + " I've been activated, opening container: " + ShelfContainer)
|
||||
;Trace("DARYL - " + self + " I've been activated, opening container: " + ShelfContainer)
|
||||
ShelfContainer.Activate(Game.GetPlayer(), FALSE)
|
||||
|
||||
endEVENT
|
||||
|
@ -19,16 +19,16 @@ endEVENT
|
||||
STATE WaitForBooks
|
||||
|
||||
EVENT OnBeginState()
|
||||
trace(self + " BOOKTRIGGER - Waiting For Books!")
|
||||
;trace(self + " BOOKTRIGGER - Waiting For Books!")
|
||||
endEVENT
|
||||
|
||||
EVENT OnTriggerEnter(ObjectReference TriggerRef)
|
||||
Trace("DARYL - " + self + " Reference " + TriggerRef + " has ENTERED")
|
||||
;Trace("DARYL - " + self + " Reference " + TriggerRef + " has ENTERED")
|
||||
|
||||
endEvent
|
||||
|
||||
EVENT OnTriggerLeave(ObjectReference TriggerRef)
|
||||
Trace("DARYL - " + self + " Reference " + TriggerRef + " has EXITED")
|
||||
;Trace("DARYL - " + self + " Reference " + TriggerRef + " has EXITED")
|
||||
Shelfcontainer.RemoveItem(TriggerRef.GetBaseObject(), 1)
|
||||
(Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount = (Shelfcontainer as PlayerBookShelfContainerScript).CurrentBookAmount - 1
|
||||
(ShelfContainer as PlayerBookShelfContainerScript).RemoveBooks((TriggerRef.GetBaseObject()), 1)
|
||||
@ -40,7 +40,7 @@ endSTATE
|
||||
|
||||
auto STATE IgnoreBooks
|
||||
Event OnBeginState()
|
||||
trace(self + " BOOKTRIGGER - Ignoring Books!")
|
||||
;trace(self + " BOOKTRIGGER - Ignoring Books!")
|
||||
endEVENT
|
||||
endSTATE
|
||||
|
||||
|
@ -55,27 +55,33 @@ bool function IsSummoned()
|
||||
endIf
|
||||
endFunction
|
||||
|
||||
bool function TurnToAsh()
|
||||
trace("victim just died")
|
||||
function TurnToAsh()
|
||||
;trace("victim just died")
|
||||
victim.SetCriticalStage(Victim.CritStage_DisintegrateStart)
|
||||
; victim.SetAlpha (0.99,False)
|
||||
;USKP 2.0.3 - Victim needs to have 3D loaded.
|
||||
if( Victim.Is3DLoaded() )
|
||||
if MagicEffectShader != none
|
||||
MagicEffectShader.play(Victim,ShaderDuration)
|
||||
endif
|
||||
if bSetAlphaToZeroEarly
|
||||
victim.SetAlpha (0.0,True)
|
||||
endif
|
||||
EndIf
|
||||
utility.wait(fDelay)
|
||||
Victim.AttachAshPile(AshPileObject)
|
||||
; AshPileRef = AshPileObject
|
||||
; AshPileRef.SetAngle(0.0,0.0,(Victim.GetAngleZ()))
|
||||
utility.wait(fDelayEnd)
|
||||
;USKP 2.0.3 - Victim needs to have 3D loaded.
|
||||
if( Victim.Is3DLoaded() )
|
||||
if MagicEffectShader != none
|
||||
MagicEffectShader.stop(Victim)
|
||||
endif
|
||||
if bSetAlphaZero == True
|
||||
victim.SetAlpha (0.0,True)
|
||||
endif
|
||||
EndIf
|
||||
EndIf
|
||||
victim.SetCriticalStage(Victim.CritStage_DisintegrateEnd)
|
||||
|
||||
endFunction
|
||||
@ -111,9 +117,12 @@ EndEvent
|
||||
Event OnEffectFinish(Actor Target, Actor Caster)
|
||||
|
||||
if TargetIsImmune == False && AshPileCreated == False
|
||||
;USLEEP 3.0.1 - Prevent thralls from being purged before they died
|
||||
if( !Target.IsCommandedActor() )
|
||||
TurnToAsh()
|
||||
AshPileCreated = True
|
||||
endif
|
||||
endif
|
||||
|
||||
EndEvent
|
||||
|
||||
|
@ -1,11 +1,15 @@
|
||||
Scriptname SilverSwordScript extends ObjectReference
|
||||
;Script modified by USKP 2.0.2. Silver weapon perk does not need to constantly be added or removed in order to function.
|
||||
;This also fixes a bug where dual-wielding and then unequipping one silver weapon would remove the perk even if another silver weapon was still equipped.
|
||||
|
||||
Perk Property SilverPerk auto
|
||||
|
||||
Event OnEquipped(Actor akActor)
|
||||
if( !akActor.HasPerk(SilverPerk) )
|
||||
akActor.AddPerk(SilverPerk)
|
||||
EndIf
|
||||
EndEvent
|
||||
|
||||
Event OnUnEquipped(Actor akActor)
|
||||
akActor.RemovePerk(SilverPerk)
|
||||
;akActor.RemovePerk(SilverPerk)
|
||||
EndEvent
|
@ -33,8 +33,14 @@ EffectShader Property WebbedFXS auto
|
||||
Function playWebAnimations(int iRand)
|
||||
;notification("Rand = " + iRand)
|
||||
Actor myActor = webActor as Actor
|
||||
|
||||
;USKP 2.0.1 - If he's dead, don't have him still trying to thrash in the web!
|
||||
if( myActor.IsDead() )
|
||||
Return
|
||||
EndIf
|
||||
|
||||
if(iRand == 1 && !stopCondition)
|
||||
myActor.playIdle( idleWebThrashShort );
|
||||
myActor.playIdle( idleWebThrashShort )
|
||||
else
|
||||
if(iRand == 2 && !stopCondition)
|
||||
myActor.playIdle( idleWebThrashShort2 )
|
||||
|
@ -26,6 +26,13 @@ ObjectReference selfRef
|
||||
|
||||
|
||||
selfRef = caster
|
||||
|
||||
;Added by USKP to prevent this effect from appearing on the player.
|
||||
If selfRef == Game.GetPlayer()
|
||||
Dispel()
|
||||
return
|
||||
EndIf
|
||||
|
||||
selfRef.RegisterForSingleUpdate(0.25)
|
||||
int i = 10 ; recursion limiter for 3dLoaded check
|
||||
while selfRef.is3dLoaded() == FALSE
|
||||
|
@ -9,17 +9,20 @@ perk property LightFoot auto
|
||||
bool property checkForLightFootPerk = true Auto
|
||||
{default == true}
|
||||
globalVariable property LightFootTriggerPercent auto
|
||||
bool BeenReset = False ; USKP 2.0.1 - Used along with StartOpen to open them once on cell reset if necessary.
|
||||
|
||||
Event onReset()
|
||||
goToState("Closed")
|
||||
self.reset()
|
||||
endEvent
|
||||
|
||||
BeenReset = False
|
||||
endEvent
|
||||
|
||||
event onLoad()
|
||||
hitBase = (self as objectReference) as TrapHitBase
|
||||
ResolveLeveledDamage()
|
||||
if StartOpen
|
||||
if StartOpen && !BeenReset
|
||||
BeenReset = True
|
||||
playAnimation("StartOpen")
|
||||
goToState("Open")
|
||||
endif
|
||||
|
@ -25,10 +25,11 @@ bool property hasPlayedAttackAnimOnce = false auto hidden
|
||||
|
||||
|
||||
event onLoad()
|
||||
float CV = (rotationSpeed * getAnimationVariableFloat("CV"))
|
||||
float CCV = (rotationSpeed * getAnimationVariableFloat("CCV"))
|
||||
SetAnimationVariableFloat("CV", CV)
|
||||
SetAnimationVariableFloat("CCV", CCV)
|
||||
;USSEP 4.2.2 Bug #28456 CV and CCV are not valid animation variables for this object. Attempting to read or set them will cause an error.
|
||||
; float CV = (rotationSpeed * getAnimationVariableFloat("CV"))
|
||||
; float CCV = (rotationSpeed * getAnimationVariableFloat("CCV"))
|
||||
; SetAnimationVariableFloat("CV", CV)
|
||||
; SetAnimationVariableFloat("CCV", CCV)
|
||||
;hitBase = (self as objectReference) as TrapDweFlamePillarHit
|
||||
|
||||
endEvent
|
||||
|
@ -83,8 +83,13 @@ state CanHit
|
||||
actor myTarget
|
||||
myTarget = akTarget as Actor
|
||||
|
||||
if canDisease && isPlayer
|
||||
if randomFloat(0.0, 100.0) <= diseaseChance
|
||||
;USSEP 4.2.5 Bug #29500 - Traps weren't accounting for players' disease resistance.
|
||||
Float diseaseResistMult = (Game.GetForm(0x14) as Actor).GetActorValue("DiseaseResist")
|
||||
|
||||
if canDisease && isPlayer && diseaseResistMult < 100.0
|
||||
Float chance = diseaseChance * (100.0 - diseaseResistMult)
|
||||
Float result = utility.RandomFloat(1.0, 10000.0)
|
||||
if result <= chance
|
||||
int diseasePick
|
||||
diseasePick = randomInt(1,6)
|
||||
if diseasePick == 1
|
||||
|
@ -34,7 +34,8 @@ endState
|
||||
|
||||
state inMagicTrap
|
||||
event onBeginState()
|
||||
(self as objectReference).SetMotionType(4)
|
||||
;USLEEP 3.08 Bug #14888
|
||||
;(self as objectReference).SetMotionType(4)
|
||||
; ;debug.Trace(self + " has begun inMagicTrap")
|
||||
;self.TranslateTo(self.getpositionx(), self.getpositiony(), self.getpositionz(), self.getAngleX(), self.getAngleY() + 180, self.getAngleZ(), idleRotateSpeed)
|
||||
endEvent
|
||||
|
@ -133,6 +133,11 @@ Event onCellLoad()
|
||||
endif
|
||||
endEvent
|
||||
|
||||
;USSEP 4.2.2 Bug #28300
|
||||
Event OnCellDetach()
|
||||
lastTriggerRef = None
|
||||
endEvent
|
||||
|
||||
;THIS SECTION IS USED FOR TRAP LINKERS
|
||||
event onActivate(objectReference akActivator)
|
||||
; debug.Trace(self + " has been activated by + " + akActivator)
|
||||
@ -262,7 +267,7 @@ State Active
|
||||
endEvent
|
||||
|
||||
event OnMagicEffectApply(objectReference akCaster, MagicEffect akEffect)
|
||||
Trace("MagicEffectHit")
|
||||
;Trace("MagicEffectHit")
|
||||
activate(self as objectReference)
|
||||
goToState( "Inactive" )
|
||||
endEvent
|
||||
|
@ -79,7 +79,7 @@ EndState
|
||||
|
||||
state Triggered
|
||||
event onBeginState()
|
||||
(trapLinkedRef).activate(objectSelf)
|
||||
(trapLinkedRef).activate(self) ; USKP 2.0.1 - No need to have it use a variable with no purpose. "self" works just fine.
|
||||
setDestroyed(true)
|
||||
playAnimation("Trigger01")
|
||||
EndEvent
|
||||
|
@ -1,81 +1,66 @@
|
||||
scriptName Tripwire extends TrapTriggerBase
|
||||
;
|
||||
;
|
||||
;
|
||||
;================================================================
|
||||
; event onActivate(objectReference akActivator)
|
||||
; if (akActivator as actor) && akActivator != (self as objectReference)
|
||||
; goToState("Active")
|
||||
; endif
|
||||
; endEvent
|
||||
|
||||
|
||||
State Active
|
||||
|
||||
Event OnBeginState()
|
||||
SetMotionType (1)
|
||||
TriggerSound.play( self as ObjectReference) ;play trigger sound
|
||||
self.blockActivation(false)
|
||||
activate(self as objectReference)
|
||||
self.blockActivation(true)
|
||||
TriggerSound.play (Self as ObjectReference)
|
||||
Self.blockActivation (False)
|
||||
Activate (Self as ObjectReference)
|
||||
Self.blockActivation (True)
|
||||
PlayAnimation ("Trigger")
|
||||
goToState("DoNothing")
|
||||
;applyHavokImpulse 15 0 0 -1 ;push down at a force of 15 to break the havok constraint.
|
||||
GoToState ("DoNothing")
|
||||
EndEvent
|
||||
|
||||
endEvent
|
||||
Event OnHit (ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked)
|
||||
EndEvent
|
||||
|
||||
event onActivate(objectReference akActivator)
|
||||
endEvent
|
||||
|
||||
event OnTriggerEnter( objectReference triggerRef )
|
||||
endEvent
|
||||
|
||||
event OnTriggerLeave( objectReference triggerRef )
|
||||
endEvent
|
||||
|
||||
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
|
||||
endEvent
|
||||
endState
|
||||
|
||||
State DoNothing ;Dummy state, don't do anything if animating
|
||||
event onBeginState()
|
||||
setDestroyed(true)
|
||||
endEvent
|
||||
|
||||
event OnTriggerEnter( objectReference triggerRef )
|
||||
endEvent
|
||||
|
||||
event OnTriggerLeave( objectReference triggerRef )
|
||||
endEvent
|
||||
|
||||
event onCellAttach()
|
||||
endEvent
|
||||
EndState
|
||||
|
||||
Event OnCellAttach()
|
||||
State DoNothing
|
||||
|
||||
Event OnBeginState()
|
||||
SetDestroyed (True)
|
||||
EndEvent
|
||||
|
||||
Event OnLoad()
|
||||
EndEvent
|
||||
|
||||
EndState
|
||||
|
||||
Event OnLoad()
|
||||
|
||||
SetMotionType(4)
|
||||
|
||||
EndEvent
|
||||
|
||||
;/
|
||||
Event OnCellDetach()
|
||||
|
||||
SetMotionType(1)
|
||||
|
||||
EndEvent
|
||||
/;
|
||||
|
||||
function localActivateFunction()
|
||||
goToState("Active")
|
||||
endFunction
|
||||
Function LocalActivateFunction()
|
||||
|
||||
Event onReset()
|
||||
self.reset()
|
||||
SetMotionType(4)
|
||||
self.clearDestruction()
|
||||
self.setDestroyed(False)
|
||||
goToState("Inactive")
|
||||
GoToState ("Active")
|
||||
|
||||
EndFunction
|
||||
|
||||
Event OnReset()
|
||||
|
||||
Self.Reset()
|
||||
;SetMotionType (4) - USKP 2.0.1: Can't do this here, needs to rely on the OnLoad event above.
|
||||
Self.ClearDestruction()
|
||||
Self.SetDestroyed (False)
|
||||
GoToState ("Inactive")
|
||||
CountUsed = 0
|
||||
endEvent
|
||||
|
||||
EndEvent
|
||||
|
||||
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
|
||||
; ;debug.Trace(self + ": was hit by " + akAggressor + " with " + akSource + " or " + akProjectile)
|
||||
goToState("Active")
|
||||
endEvent
|
||||
GoToState ("Active")
|
||||
EndEvent
|
||||
|
||||
|
@ -1,14 +1,20 @@
|
||||
Scriptname WeaponRackTriggerSCRIPT extends ObjectReference Hidden
|
||||
|
||||
;Modifications by Sclerocephalus - debug version 3.4 (10/21/2013)
|
||||
;modified by taleden - rev 4 (2013-11-01)
|
||||
;Modifications by DayDreamer - version 5.0 (2014 Mar 15)
|
||||
|
||||
import game
|
||||
import debug
|
||||
import utility
|
||||
|
||||
;-------------------------------------------
|
||||
|
||||
Keyword Property WRackActivator Auto
|
||||
|
||||
;The activator we must disable if there is already something in this trigger
|
||||
ObjectReference Property ActivatorRef Auto Hidden
|
||||
|
||||
;///
|
||||
;Reference that is currently in the trigger
|
||||
ObjectReference Property RefCurrentlyInTrig Auto Hidden
|
||||
|
||||
@ -16,87 +22,238 @@ ObjectReference Property RefCurrentlyInTrig Auto Hidden
|
||||
Bool Property HasBeenTriggered Auto Hidden
|
||||
|
||||
Int Property numInTrig Auto Hidden
|
||||
|
||||
///;
|
||||
Bool Property AlreadyInit Auto Hidden
|
||||
|
||||
Bool Property IgnoreArmor = FALSE Auto
|
||||
|
||||
;-------------------------------------------
|
||||
;*** USKP Properties ***
|
||||
|
||||
Keyword Property ArmorShield Auto
|
||||
|
||||
;-------------------------------------------
|
||||
;*** USKP Variables ***
|
||||
|
||||
WeaponRackActivateScript ActivatorScript = None
|
||||
|
||||
;/------------------------------------------
|
||||
Handle mis-configured triggers.
|
||||
|
||||
Returns False for success.
|
||||
/;
|
||||
Bool Function CheckConfiguration(String CallingEvent)
|
||||
|
||||
GoToState("ActivatorBusy")
|
||||
|
||||
If WRackActivator == None
|
||||
; script was deleted, properties missing
|
||||
;~ Trace(Self + CallingEvent + "() CHECK: WRackActivator == None; 'ActivatorBusy' state.")
|
||||
Return True
|
||||
EndIf
|
||||
|
||||
ActivatorRef = GetLinkedRef(WRackActivator)
|
||||
If ActivatorRef == Self
|
||||
; hand fixed, don't disable
|
||||
;~ Trace(Self + CallingEvent + "() CHECK: WRackActivator == Self; 'ActivatorBusy' state.")
|
||||
ActivatorRef = None
|
||||
Return True
|
||||
EndIf
|
||||
|
||||
If ActivatorRef == None
|
||||
Trace(Self + CallingEvent + "() ERROR: missing WRackActivator; 'ActivatorBusy' state.")
|
||||
Return True
|
||||
EndIf
|
||||
|
||||
ActivatorScript = ActivatorRef As WeaponRackActivateScript
|
||||
If ActivatorScript == None
|
||||
Trace(Self + CallingEvent + "() ERROR: missing WeaponRackActivateScript; 'ActivatorBusy' state.")
|
||||
ActivatorRef = None
|
||||
Return True
|
||||
EndIf
|
||||
|
||||
If isDisabled()
|
||||
GoToState("TriggerDisabled")
|
||||
ActivatorRef.DisableNoWait()
|
||||
;~ Trace(Self + CallingEvent + "() CHECK: is disabled; set 'TriggerDisabled' state; " + ActivatorRef + " disabled too.")
|
||||
ActivatorRef = NONE
|
||||
ActivatorScript = NONE
|
||||
Return True
|
||||
EndIf
|
||||
|
||||
Return False
|
||||
|
||||
EndFunction
|
||||
|
||||
;-------------------------------------------
|
||||
|
||||
EVENT OnCellDetach(); replace OnReset()
|
||||
|
||||
EVENT OnReset()
|
||||
AlreadyInit = FALSE
|
||||
;Trace("DARYL - " + self + " running OnReset() and AlreadyInit = " + AlreadyInit)
|
||||
|
||||
endEVENT
|
||||
|
||||
;/------------------------------------------
|
||||
This event must be present to catch extant USKP 2.0.0 racks,
|
||||
or otherwise without known state.
|
||||
|
||||
This is present solely for backward compatibility.
|
||||
/;
|
||||
EVENT OnCellAttach(); replace OnCellLoad()
|
||||
|
||||
TriggerSetup("Trigger:OnCellAttach")
|
||||
|
||||
endEVENT
|
||||
|
||||
;/------------------------------------------
|
||||
This state must be present to catch extant USKP 1.3.3 racks.
|
||||
|
||||
(1) The activator is known to be missing, but can be resuscitated.
|
||||
|
||||
(2) The activator status is currently being tested. Suppress redundant
|
||||
OnLoad() and trigger events.
|
||||
|
||||
(3) The activator is either enabled (and the rack empty, so the trigger
|
||||
won't be needed anyway) or running a placement procedure. OnTriggerLeave()
|
||||
events during placement are from adjacent racks ("cross-activation") or
|
||||
from a temporary loss of the item's 3D during a MoveToNode command.
|
||||
Skip them to prevent the items from being mis-interpreted as having been
|
||||
grabbed from the rack.
|
||||
/;
|
||||
STATE ActivatorBusy
|
||||
|
||||
EVENT OnCellAttach()
|
||||
endEVENT
|
||||
|
||||
EVENT OnLoad()
|
||||
;Trace("DARYL - " + self + " running OnLoad() and AlreadyInit = " + AlreadyInit)
|
||||
if (AlreadyInit == FALSE) && (self.IsEnabled())
|
||||
ActivatorRef = GetLinkedRef(WRackActivator)
|
||||
if (ActivatorRef)
|
||||
ActivatorRef.Enable()
|
||||
endif
|
||||
ActivatorRef = NONE
|
||||
AlreadyInit = TRUE
|
||||
;Trace("DARYL - " + self + " The Activator Ref is " + ActivatorRef)
|
||||
else
|
||||
;Do nothing
|
||||
endif
|
||||
;Trace("DARYL - " + self + " finishing OnLoad() and AlreadyInit = " + AlreadyInit)
|
||||
endEVENT
|
||||
|
||||
;EVENT OnCellLoad()
|
||||
; ;Trace("DARYL - " + self + " running OnCellLoad() and AlreadyInit = " + AlreadyInit)
|
||||
; if (AlreadyInit == FALSE) && (self.IsEnabled())
|
||||
; ActivatorRef = GetLinkedRef(WRackActivator)
|
||||
; AlreadyInit = TRUE
|
||||
; ;Trace("DARYL - " + self + " The Activator Ref is " + ActivatorRef)
|
||||
; else
|
||||
; ;Do nothing
|
||||
; endif
|
||||
; ;Trace("DARYL - " + self + " finishing OnCellLoad() and AlreadyInit = " + AlreadyInit)
|
||||
;endEVENT
|
||||
EVENT OnTriggerLeave(ObjectReference ItemRef)
|
||||
;~ Trace(Self + "ActivatorBusy:OnTriggerLeave() " + ItemRef + "; Base = " + ItemRef.GetBaseObject())
|
||||
endEVENT
|
||||
|
||||
endSTATE
|
||||
|
||||
;/------------------------------------------
|
||||
This state must be present to catch extant USKP 2.0.1 racks.
|
||||
|
||||
The activator has been detected by OnCellAttach(), this trigger is
|
||||
currently disabled. Allows OnLoad() to setup.
|
||||
/;
|
||||
STATE TriggerDisabled
|
||||
|
||||
EVENT OnCellAttach()
|
||||
endEVENT
|
||||
|
||||
;/ Catch newly enabled racks with player present.
|
||||
|
||||
Starting items must be done upon constructing the rack at a
|
||||
workbench in a player home. OnCellAttach() does not fire.
|
||||
/;
|
||||
EVENT OnLoad()
|
||||
|
||||
If Self == None
|
||||
Trace(Self + "OnLoad() ERROR!")
|
||||
return
|
||||
EndIf
|
||||
|
||||
Cell parentCell = GetParentCell()
|
||||
If parentCell == None
|
||||
Trace(Self + "OnLoad() ERROR: GetParentCell == None")
|
||||
return
|
||||
EndIf
|
||||
|
||||
If !parentCell.IsAttached()
|
||||
Trace(Self + "OnLoad() ERROR: parentCell=" + parentCell + " !IsAttached()")
|
||||
return
|
||||
EndIf
|
||||
|
||||
TriggerSetup("TriggerDisabled:OnLoad")
|
||||
|
||||
endEVENT
|
||||
|
||||
EVENT OnTriggerLeave(ObjectReference ItemRef)
|
||||
;~ Trace(Self + "TriggerDisabled:OnTriggerLeave() " + ItemRef + "; Base = " + ItemRef.GetBaseObject())
|
||||
endEVENT
|
||||
|
||||
endSTATE
|
||||
|
||||
;/------------------------------------------
|
||||
This is a vanilla state and must be present to catch extant vanilla racks.
|
||||
However, the contents have been significantly revised.
|
||||
/;
|
||||
auto STATE WaitingForReference
|
||||
EVENT onTriggerEnter(objectReference triggerRef)
|
||||
;Trace("DARYL - " + self + " Just OnTriggerEntered by " + triggerref)
|
||||
|
||||
if (IgnoreArmor == TRUE) && (triggerRef.GetBaseObject() as Armor)
|
||||
;Trace("DARYL - " + self + " I'm ignoring armor, and this is armor, so I'm doing nothing.")
|
||||
;Do Nothing
|
||||
else
|
||||
;Trace("DARYL - " + self + " I'm updating as normal")
|
||||
;numInTrig = (numInTrig + 1)
|
||||
HasBeenTriggered = TRUE
|
||||
ActivatorRef = GetLinkedRef(WRackActivator)
|
||||
if ActivatorRef
|
||||
ActivatorRef.Disable()
|
||||
endif
|
||||
ActivatorRef = NONE
|
||||
endif
|
||||
;/ Catch newly enabled racks without player present.
|
||||
|
||||
Previously placed items must be renewed on every cell attach,
|
||||
re-adjusting to current game mesh defined nodes.
|
||||
/;
|
||||
EVENT OnCellAttach()
|
||||
|
||||
TriggerSetup("WFR:OnCellAttach")
|
||||
|
||||
endEVENT
|
||||
|
||||
EVENT OnLoad()
|
||||
endEVENT
|
||||
|
||||
;/ It would be nice if we could filter out spurious events fired by bouncing
|
||||
clutter etc, but we can't call any native methods on triggerRef such as
|
||||
GetBaseObject() -- if the retrieved item was scripted, then by the time
|
||||
this runs it may already be in the player's inventory and our pointer
|
||||
will be broken. So we'll have to make do with just comparing the pointer
|
||||
itself to our other stored pointers. --taleden
|
||||
/;
|
||||
EVENT OnTriggerLeave(objectReference triggerRef)
|
||||
;Trace("DARYL - " + self + " A References has EXITED, refs in this trigger now = " + numInTrig)
|
||||
|
||||
if (IgnoreArmor == TRUE) && (triggerRef.GetBaseObject() as Armor)
|
||||
;Trace("DARYL - " + self + " I'm ignoring armor, and this is armor, so I'm doing nothing.")
|
||||
;Do Nothing
|
||||
else
|
||||
;Trace("DARYL - " + self + " I'm updating as normal")
|
||||
;numInTrig = (numInTrig - 1)
|
||||
endif
|
||||
If CheckConfiguration("WFR:OnTriggerLeave")
|
||||
return
|
||||
EndIf
|
||||
; state ActivatorBusy
|
||||
|
||||
if (GetTriggerObjectCount() == 0)
|
||||
ActivatorRef = GetLinkedRef(WRackActivator)
|
||||
If !ActivatorRef.IsDisabled()
|
||||
;~ Trace(Self + "OnTriggerLeave() CHECK: activator was enabled; 'ActivatorBusy' state.")
|
||||
ActivatorRef = NONE
|
||||
ActivatorScript = NONE
|
||||
return
|
||||
EndIf
|
||||
|
||||
HasBeenTriggered = FALSE
|
||||
ActivatorRef.Enable()
|
||||
If ActivatorScript.RackWasTriggered(triggerRef, GetTriggerObjectCount())
|
||||
GoToState("WaitingForReference")
|
||||
;~ Trace(Self + "OnTriggerLeave() retain 'WaitingForReference' state.")
|
||||
EndIf
|
||||
|
||||
ActivatorRef = NONE
|
||||
ActivatorScript = NONE
|
||||
|
||||
endif
|
||||
endEVENT
|
||||
endSTATE
|
||||
|
||||
;/------------------------------------------
|
||||
TriggerSetup() CheckConfiguration() immediately changes state,
|
||||
suppressing OnLoad() and trigger events.
|
||||
|
||||
Called from OnLoad() and OnCellAttach() both here and there.
|
||||
/;
|
||||
Function TriggerSetup(String CallingEvent)
|
||||
|
||||
Bool wasHandled = AlreadyInit
|
||||
AlreadyInit = True
|
||||
If wasHandled
|
||||
;~ Trace(Self + CallingEvent + "() TriggerSetup() was handled.")
|
||||
Return
|
||||
EndIf
|
||||
|
||||
If CheckConfiguration(CallingEvent)
|
||||
Return
|
||||
EndIf
|
||||
; state ActivatorBusy
|
||||
|
||||
;~ Trace(Self + CallingEvent + "() " + ActivatorRef + " update setup.")
|
||||
ActivatorScript.ActivatorSetup(CallingEvent)
|
||||
|
||||
ActivatorRef = NONE
|
||||
ActivatorScript = NONE
|
||||
|
||||
EndFunction
|
||||
|
Loading…
Reference in New Issue
Block a user