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Scriptname _00E_MQ11a_PlayerAliasScript extends ReferenceAlias
ReferenceAlias Property Alias_Calia Auto
Int FightId
Int PostFightQuestStage
FormList EnemyList
Location EnemyLocation
LocationRefType EnemyLocRefType
Bool bNoReanimation
Int nAliveEnemies
Int OutOfCombatCount
Function StartTrackingFight(Int _fightId, Int _postFightQuestStage, FormList _enemyList, Location _enemyLocation, LocationRefType _enemyLocRefType, Bool _bNoReanimation)
If FightId == _fightId
Return
EndIf
If FightId != 0
; Safeguard: clear the previous fight
PostFightCleanup()
GoToState("")
EndIf
FightId = _fightId
PostFightQuestStage = _postFightQuestStage
EnemyList = _enemyList
nAliveEnemies = EnemyList.GetSize()
EnemyLocation = _enemyLocation
EnemyLocRefType = _enemyLocRefType
bNoReanimation = _bNoReanimation
GoToState("TrackFight")
EndFunction
Function RegisterEnemyDeath()
nAliveEnemies -= 1
EndFunction
Function PostFightCleanup()
FightId = 0
If EnemyList
; Kill'em all as a safeguard!
int nItems = EnemyList.GetSize()
Int Index = 0
While Index < nItems
Actor enemyRef = (EnemyList.GetAt(Index) as Actor)
If ! enemyRef.IsDead()
enemyRef.Kill(enemyRef) ; "Suicide" -> no XP for the player, hehe
EndIf
Index += 1
EndWhile
EnemyList = None
EndIf
EndFunction
Bool Function CheckEnemiesAreDead()
int nItems = EnemyList.GetSize()
Int Index = 0
While Index < nItems
If (EnemyList.GetAt(Index) as Actor).IsDead() == False
Return False
EndIf
Index += 1
EndWhile
Return True
EndFunction
State TrackFight
Event OnBeginState()
OutOfCombatCount = 0
If bNoReanimation
RegisterForSingleUpdate(2.0)
Else
RegisterForSingleUpdate(10.0)
EndIf
EndEvent
Event OnEndState()
PostFightCleanup()
EndEvent
Event OnUpdate()
Int curStage = GetOwningQuest().GetCurrentStageID()
If (PostFightQuestStage > 0) && (curStage >= PostFightQuestStage)
GoToState("")
Return
EndIf
Bool bIsInCombat = GetActorReference().IsInCombat()
If (curStage >= 95) && (curStage < 130)
Actor caliaRef = Alias_Calia.GetActorReference()
If bIsInCombat == False
If caliaRef.IsInCombat()
bIsInCombat = True
ElseIf caliaRef.IsBleedingOut() && (nAliveEnemies > 0)
bIsInCombat = True
EndIf
Else ; bIsInCombat
If caliaRef.IsInCombat() == False && caliaRef.IsBleedingOut() == False
; Make Calia join the fray
Actor targetRef = GetActorReference().GetCombatTarget()
If targetRef
caliaRef.StartCombat(targetRef)
EndIf
EndIf
EndIf
EndIf
If bIsInCombat == False
OutOfCombatCount += 1
If (nAliveEnemies <= 0) || (EnemyLocation.GetRefTypeAliveCount(EnemyLocRefType) <= 0) || (OutOfCombatCount >= 5 && CheckEnemiesAreDead())
Int oldFightId = (FightId as Int)
GoToState("")
(GetOwningQuest() as _00E_MQ11a_Functions).RegisterFightEnd(oldFightId, PostFightQuestStage)
Return
EndIf
Else
OutOfCombatCount = 0
EndIf
RegisterForSingleUpdate(1.0)
EndEvent
EndState