Scriptname _00E_Game_OorbayaSpawnSC extends Actor {This script controls how Oorbayas spawn when the player kills a wild-mage} ;===================================================================================== ; EVENTS ;===================================================================================== Event OnDeath(Actor akKiller) Actor akParent = self as Actor PlayVictimVFX(akParent) InitializeOorbaya(akParent, akKiller) EndEvent ;===================================================================================== ; FUNCTIONS ;===================================================================================== Function PlayVictimVFX(Actor akParent) _00E_NPCMagicAnomalyScreamM.Play(akParent) akParent.SetCriticalStage(akParent.CritStage_DisintegrateStart) ShockDisintegrate01FXS.Play(akParent) Utility.Wait(2) akParent.PlaceAtMe(_00E_MQ11c_RyneusTransformExplosion) akParent.SetAlpha(0.0, true) Game.ShakeCamera(afStrength = 0.1) akParent.AttachAshPile(DefaultAshPile1) akParent.SetCriticalStage(akParent.CritStage_DisintegrateEnd) EndFunction Function InitializeOorbaya(Actor akParent, Actor akKiller) Actor akOorbaya = akParent.PlaceActorAtMe(_01E_Oorbaya, 1) Debug.SendAnimationEvent(akOorbaya, "returnToDefault") akOorbaya.SetAlpha(0.0) ObjectReference objParent = akParent as ObjectReference (akOorbaya as _00E_OorbayaDeathScript).__Config_RewardExp = ((objParent as _00E_EPOnDeath).RewardExp) / 2 akOorbaya.SetActorValue("Health", akParent.GetBaseActorValue("Health") * __Config_fOorbayaStrength) akOorbaya.SetActorValue("Magicka", akParent.GetBaseActorValue("Magicka") * __Config_fOorbayaStrength) akOorbaya.SetActorValue("Stamina", akParent.GetBaseActorValue("Stamina") * __Config_fOorbayaStrength) _00E_Func_WaitForRef.WaitForReferenceToLoad(akOorbaya) Debug.SendAnimationEvent(akOorbaya, "summonStart") _00E_NPCOorbaya_RoarM.Play(akOorbaya) akOorbaya.SetAlpha(0.9, true) akOorbaya.SetGhost(False) Utility.Wait(0.9) Debug.SendAnimationEvent(akOorbaya, "IdleForceDefaultState") If akKiller akOorbaya.StartCombat(akKiller) EndIf EndFunction ;===================================================================================== ; PROPERTIES ;===================================================================================== Float Property __Config_fOorbayaStrength = 0.75 Auto {How strong the Oorbaya should be in relation to the parent actor. Default = 0.75} Activator Property DefaultAshPile1 Auto Sound Property _00E_NPCOorbaya_RoarM Auto Sound Property _00E_NPCMagicAnomalyScreamM Auto EffectShader Property ShockDisintegrate01FXS Auto ActorBase Property _01E_Oorbaya Auto Explosion Property _00E_MQ11c_RyneusTransformExplosion Auto