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Scriptname _00E_MQ11c_OorbayaBossFightScript extends Actor
Import Utility
Import Math
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnInit()
Oorbaya.ForceRefTo(Self)
Self.StartCombat(PlayerREF)
BaseHealth = Self.GetBaseActorValue("Health")
EndEvent
auto state Fighting
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
If (GetActorValue("Health") < BaseHealth * 0.03) && ! Dying
Dying = True
GotoState("Dying")
PlayDeathSequence()
EndIf
EndEvent
endstate
state Dying
; do nothing
endstate
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function PlayDeathSequence()
Self.SetGhost(True)
;; Gavrant: the code below is commented out because combatIdleStart breaks something in AI and the oorbaya stops making attacks in a fight
;Debug.SendAnimationEvent(Self, "combatIdleStart")
AtronachUnsummonDeathFXS.Play(Self)
int DyingSound = _00E_NPCOorbaya_DeathM.Play(Self)
Sound.SetInstanceVolume(DyingSound, 8.0)
Wait(1)
Self.SetCriticalStage(Self.CritStage_DisintegrateStart)
_00E_OorbayaFXShader.Stop(Self)
Self.PlaceAtMe(_00E_NPCOorbayaUnleashHeavenExplosion)
_00E_OorbayaPowerAttackIMOD.Apply()
ObjectReference AshPile = Self.AttachAshPile(_00E_NPCOorbayaAshPile)
if AshPile != None
AshPile.SetScale(2)
EndIf
utility.wait(0.5)
AtronachUnsummonDeathFXS.Stop(Self)
_00E_FXOorbayaTrailEffect2.Stop(Self)
Self.SetAlpha(0.0, True)
Self.SetCriticalStage(Self.CritStage_DisintegrateEnd)
Wait(1.5)
Self.KillEssential(PlayerREF)
_00E_Music_CombatEpicBoss.Remove()
_00E_Music_Combat_Epic_Transition.Remove()
MQ11c.SetCurrentStageID(260)
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
Float Property PrepareTime = 1.0 Auto
{How long the Oorbaya waits before either finishing healing or launching his attack}
int Property HealingRounds = 5 Auto Hidden
{How often the Oorbaya heals himself when entering the recovering state.}
Float Property HealAmount = 20.0 Auto
{How much the Oorbaya heals with each "Burst"}
Float Property UpdateTime = 20.0 Auto
{How often the Oorbaya will raise his shield and launch a special attack - either healing himself or casting the spell}
bool Shield
bool HealInterrupted
bool Destroying = False
bool Dying
int BarrierLP
int BarrierConjure
Float DamageDealt
Float BaseHealth
Actor Property PlayerREF Auto
Activator Property _00E_NPCOorbayaHealingSphere Auto
Activator Property _00E_NPCOorbayaAshPile Auto
Idle Property AtronachFrostUnsummon Auto
Idle Property AtronachFrostCombatStart Auto
Idle Property AtronachFrostSummonedStart Auto
Light Property _00E_NPCOorbayaHealingLight Auto
EffectShader Property _00E_NPCOOrbayaTeleportBlue Auto
EffectShader Property _00E_NPCOOrbayaTeleportRed Auto
EffectShader Property _00E_TeleportReappearShader Auto
EffectShader Property _00E_OorbayaFXShader Auto
EffectShader Property GhostEtherealFXShaderIntro Auto
EffectShader Property AtronachUnsummonDeathFXS Auto
Explosion Property _00E_NPCOorbayaTeleportExplosionBlue Auto
Explosion Property _00E_NPCOorbayaTeleportExplosionRed Auto
Explosion Property _00E_NPCOorbayaUnleashHeavenExplosion Auto
Static Property XMarkerHeading Auto
Message Property _00E_MQ11c_sOorbayaHealingInterrupted Auto
Message Property _00E_MQ11c_sOorbayaPrepareForAttack Auto
Message Property _00E_MQ11c_sOorbayaScreamPain Auto
ReferenceAlias Property Oorbaya Auto
Sound Property _00E_NPCOorbaya_HitHeavyM Auto
Sound Property _00E_NPCOorbaya_IdleTauntM Auto
Sound Property _00E_NPCOorbaya_IdleGrowlM Auto
Sound Property _00E_NPCOorbaya_IdleIntimidateM Auto
Sound Property _00E_A2_RiftDrainSound Auto
Sound Property MAGMysticismSoulTrapCapture Auto
Sound Property _00E_NPC_OorbayaUnleashHeavenCharge Auto
Spell Property _00E_NPCOorbayaUnleashHeavenSpell Auto
Sound Property _00E_A1_Rift_ClosePortalSound Auto
Sound Property MAGPowerRacialHitskinM Auto
Sound Property _00E_NPCOorbaya_DeathM Auto
Sound Property _00E_NPCOorbaya_RoarM Auto
GlobalVariable Property _00E_MQ11c_BallistaFired Auto
GlobalVariable Property _00E_MQ11c_RyneusOorbayaNoCombat Auto
MusicType Property _00E_Music_CombatEpicBoss Auto
MusicType Property _00E_Music_Combat_Epic_Transition Auto
Quest Property MQ11c Auto
ObjectReference Property OorbayaOrigin Auto
ObjectReference Property MQ11c_SC10_OorbayaShootMarker Auto
ObjectReference Property TeleportBackMarker Auto Hidden
ImageSpaceModifier Property _00E_OorbayaPowerAttackIMOD Auto
VisualEffect Property _00E_FXOorbayaTrailEffect2 Auto