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Scriptname _00E_NQ_Bounty01_BoardScript extends ObjectReference
int function _GetScriptVersion() Global
return 1
endFunction
; SCRIPT AUTHOR DENNIS MAY 2014
; Script handles all the bounty board functions
; Script is automated, use the quest NQ_Bounty01 to do the configuration
; ====================================================================================
; EVENTS
; ====================================================================================
Int iStage = 0
Int iQuestDone = 0
Event OnActivate (ObjectReference akActionRef)
If ( akActionRef == game.GetPlayer() )
Int iAvailableQuests = BountyScript._00E_NQ_Bounty01_Quest01_mb_FormList.GetSize()
GotoState("TurnOffActivate")
If ( iStage == 0 ) ;Do this once when board board is activated the first time
NQ_Bounty01.Start()
NQ_Bounty01.SetObjectiveDisplayed(iStage)
Endif
If ( BountyScript._00E_NQ_Bounty01_Status == 0) ;APPEARS WHEN YOU HAVE NO CURRENT BOUNTY MISSION
M_one (_00E_NQ_Bounty_mainMenu_mb)
elseif ( BountyScript._00E_NQ_Bounty01_Status == 10)
_00E_NQ_Bounty_noMissions_mb.Show()
return
ElseIf ( BountyScript._00E_NQ_Bounty01_Status == 2) ;APPEARS WHEN TARGET IS KILLED - REWARD BLOCK
NQ_Bounty01.SetObjectiveDisplayed(iStage, false) ;Hide Kill objective
iStage += 5 ;Up QuestStage +5
NQ_Bounty01.SetObjectiveCompleted(iStage) ;Complete previous objective = Collect your bounty
BountyScript.GiveGold(BountyScript.__Config_MissionRewards[iQuestDone]) ;Give Player the Gold
iStage += 5 ;Up QuestStage +5
NQ_Bounty01.SetCurrentStageID(iStage)
iQuestDone += 1
If ( iQuestDone == iAvailableQuests )
BountyScript._00E_NQ_Bounty01_Status = 10
NQ_Bounty01.Stop()
else
BountyScript._00E_NQ_Bounty01_Status = 0 ;Unlock bounty board again
Endif
_00E_NQ_Bounty_recieveBounty_mb.Show()
GotoState("")
Else ;APPEARS WHEN YOU ARE ON A BOUNTY MISSION
_00E_NQ_Bounty_activeMission_mb.Show() ;Bounty active message
GotoState("")
Return
Endif
Endif
EndEvent
State TurnOffActivate
Event OnActivate(ObjectReference akActionRef)
; Do nothing
endEvent
endState
; ====================================================================================
; FUNCTIONS
; ====================================================================================
Function M_one (Message chosenMessage) ;CHECK FOR BOUNTY MISSIONS
Int iAvailableQuests = BountyScript._00E_NQ_Bounty01_Quest01_mb_FormList.GetSize() ;Get the count of Quests available in the FormList
Int iButton = chosenMessage.Show()
If ( iButton == 0 ) ;ACCESS BOUNTY MISSION TAB
;debug.Notification(iQuestDone + " " + iAvailableQuests)
If ( iQuestDone < iAvailableQuests )
Message SelectQuestMessage = BountyScript._00E_NQ_Bounty01_Quest01_mb_FormList.GetAt(iQuestDone) as Message ;SHOW CURRENT BANDIT DESCRIPTION
M_two (SelectQuestMessage)
Else
_00E_NQ_Bounty_noMissions_mb.Show() ;SORRY, NO MORE QUESTS
GotoState("")
Endif
ElseIf ( iButton == 1 ) ;CLOSE BOUNTY MISSION TAB
GotoState("")
Return
EndIf
EndFunction
Function M_two (Message chosenMessage2) ;ACCEPT BOUNTY MISSIONS OR DENY THEM
Utility.Wait(0.5)
Int iButton2 = chosenMessage2.Show(BountyScript.__Config_MissionRewards[iQuestDone]) ;Fill mission description with given bounty value
If ( iButton2 == 0 ) ;ACCEPT THE SHOWN BOUNTY MISSION
If ( iStage == 0 ) ;Complete first objective / DO it once
NQ_Bounty01.SetObjectiveCompleted(iStage)
Endif
; Now comes some trickery. What this function is supposed to
; do is raising iStage (a local copy of the quest stage) from
; an integer of the form 20k (with k an integer) to 20k+10.
; (Indeed, 20k means "no current bounty mission", while 20k+10
; means "bounty mission started but target not yet killed".)
; However, sometimes this function gets called when iStage is
; at a value of the form 20k+10 (this tends to happen when
; you activate the bounty board many times in rapid
; succession, due to the latency of something in the engine).
; To prevent this from incorrectly raising quest stages, we
; first check that iStage is divisible by 20:
; [NOTE: I'm not sure if this is necessary at all, as I have
; troubles reproducing this bug.]
int iStagemod20 = iStage - ((20 * math.floor(iStage / 20)) as int)
if !(iStagemod20 == 0) && !(iStagemod20 == 20) && !(iStagemod20 == -20)
;Debug.Notification("machine-gun clicking detected")
GotoState("")
Return
endif
iStage += 10 ;Up QuestStage +10
NQ_Bounty01.SetCurrentStageID(iStage)
NQ_Bounty01.SetObjectiveDisplayed(iStage)
BountyScript._00E_NQ_Bounty01_Status = 1 ;Bounty quest active
GotoState("")
ElseIf ( iButton2 == 1 ) ;DENY THE SHOWN BOUNTY MISSION
GotoState("")
return
EndIf
EndFunction
; ====================================================================================
; PROPERTIES
; ====================================================================================
Quest property NQ_Bounty01 Auto
Message property _00E_NQ_Bounty_mainMenu_mb auto
Message property _00E_NQ_Bounty_activeMission_mb auto
Message property _00E_NQ_Bounty_recieveBounty_mb auto
Message property _00E_NQ_Bounty_noMissions_mb auto
_00E_NQ_Bounty01_Functions Property BountyScript Auto ;ACCESS TO QUEST SCRIPT
; ====================================================================================
; DESCRIPTIONS
; ====================================================================================
; BOUNTY QUEST STATUS BOARD
; _00E_NQ_Bounty01_Status (0) - No bounty mission selected
; _00E_NQ_Bounty01_Status (1) - Bounty quest active
; _00E_NQ_Bounty01_Status (2) - Target killed, time for the reward
; QUEST STAGE PROCEDURE RULES
; 10 New Mission
; 15 Target Killed
; 20 Reward Collected
; --- 10 Stage Gap ---
; 30 New Mission
; 35 Target Killed
; 40 Reward Collected
; --- 10 Stage Gap ---
; 50 New Mission
; 55 Target etc. ...