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ScriptName _00E_FortAdBalorBossScript Extends Actor
Actor Property PlayerRef Auto
ObjectReference Property tport1 Auto
ObjectReference Property tport2 Auto
ObjectReference Property tport3 Auto
ObjectReference Property doorLever Auto
VisualEffect Property teleportEffect Auto
Bool bIsInCombat = False
Bool bIsDying = False
Bool bDoingTeleportRoutine = False
; Backward compatibility
Actor Property bossMage Auto
Bool bport1 = True
Bool bport2 = True
Bool bport3 = True
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
If aeCombatState > 0
bIsInCombat = True
DoTeleportRoutine()
Else
bIsInCombat = False
EndIf
EndEvent
Event OnDying(Actor akKiller)
bIsDying = True
EndEvent
Function DoTeleportRoutine()
If bDoingTeleportRoutine
Return
EndIf
bDoingTeleportRoutine = True
doorLever.Activate(self) ; Close the doors
Float myBaseHealth = GetBaseActorValue("Health")
Float myLastHealth = myBaseHealth ; GetActorValue("Health")
Bool bAllowTeleport = True
Bool bDoTeleport = False
Int nTeleportsDone = 0
While (Is3DLoaded() && IsDead() == False)
Float myCurHealth = GetActorValue("Health")
If myCurHealth < myLastHealth
; Do teleport (again) only after losing health
bAllowTeleport = True
EndIf
bDoTeleport = False
If bAllowTeleport && bIsDying == False
If myCurHealth < (myBaseHealth * 0.75) && nTeleportsDone < 1
bDoTeleport = True
ElseIf myCurHealth < (myBaseHealth * 0.5) && nTeleportsDone < 2
bDoTeleport = True
ElseIf myCurHealth < (myBaseHealth * 0.25) && nTeleportsDone < 3
bDoTeleport = True
EndIf
EndIf
If bDoTeleport
TeleportMeAround()
bAllowTeleport = False
nTeleportsDone += 1
myLastHealth = GetActorValue("Health")
Utility.Wait(2.0) ; Some cooldown time before teleporting again
Else
myLastHealth = myCurHealth
Utility.Wait(0.1)
EndIf
EndWhile
bDoingTeleportRoutine = False
EndFunction
Function TeleportMeAround()
teleportEffect.Play(self, 2.0)
Utility.Wait(2.0)
; Move me to the furthest teleport
Float dist1 = PlayerRef.GetDistance(tport1)
Float dist2 = PlayerRef.GetDistance(tport2)
Float dist3 = PlayerRef.GetDistance(tport3)
ObjectReference myTport = tport3
If (dist1 > dist2 && dist1 > dist3)
myTport = tport1
Elseif (dist2 > dist1 && dist2 > dist3)
myTport = tport2
EndIf
Actor myTarget = GetCombatTarget()
If IsDead() == False && bIsDying == False && bIsInCombat
MoveTo(myTport, abMatchRotation = True)
; Try to resume combat if the mage gets the idea to stop it. It's not a bulletproof solution though.
If myTarget
StartCombat(myTarget)
EndIf
EndIf
EndFunction