scriptName _00E_DGIntimidateAliasScript extends ReferenceAlias ;-- Properties -------------------------------------- Weapon property UnarmedWeapon auto Faction Property DGIntimidateFaction Auto ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Event OnUpdate() actor pActor = self.GetActorReference() if pActor.IsInCombat() == 0 && pActor.IsBleedingOut() == 0 && GetOwningQuest().GetCurrentStageID() <= 15 ;&& GetOwningQuest().GetCurrentStageID() < 15 GetOwningQuest().SetCurrentStageID(200) endIf EndEvent Event OnEnterBleedout() GetOwningQuest().SetCurrentStageID(15) self.GetActorReference().EvaluatePackage() Utility.Wait(3) self.GetActorReference().StopCombat() EndEvent Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) if akCaster == game.GetPlayer() && akEffect.IsEffectFlagSet(0x00000001) ; Hit by player with a hostile ME GetOwningQuest().SetCurrentStageID(150) endIf EndEvent Event OnHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) actor pActor = self.GetActorReference() actor pPlayer = game.GetPlayer() if akAggressor == pPlayer if akProjectile || (akWeapon && akWeapon != UnarmedWeapon) pPlayer.RemoveFromFaction(DGIntimidateFaction) pActor.RemoveFromFaction(DGIntimidateFaction) pActor.StopCombat() pActor.SendAssaultAlarm() pActor.StartCombat(pPlayer) GetOwningQuest().SetCurrentStageID(150) endIf else GetOwningQuest().SetCurrentStageID(150) endIf EndEvent