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Scriptname _00E_OorbayaDeathScript extends actor
{ Gavrant: _00E_OorbayaRace reuses the animations of the vanilla frost atronach, and Nicolas says that they are not exactly compatible with the oorbaya, quoting:
> And the Frost Atronach crumbles into pieces upon death
> The Oorbaya doesn't have the animation, hence the game crashes
> Maybe it doesn't anymore due to CrashFixes.dll but still, it's a gamble
That's why all oorbayas must be essential and rely on PlayDeathFX function here for actually dying.
And since _00E_EPOnDeath doesn't work for essential NPCs because it waits for them to actually die, PlayDeathFX also takes care about giving EP for killing an oorbaya.
As a bonus, PlayDeathFX adds several visual and sound effects that are not possible in OnDeath.
}
EffectShader Property AtronachUnsummonDeathFXS Auto
Sound Property _00E_NPCOorbaya_DeathM Auto
Explosion Property _00E_NPCOorbayaUnleashHeavenExplosion Auto
ImageSpaceModifier Property _00E_OorbayaPowerAttackIMOD Auto
Keyword Property BlameSpellKeyword Auto
Faction Property EPFaction Auto
Actor Property PlayerREF Auto
Int Property __Config_RewardExp Auto
Bool Property __Config_DeleteActor Auto
{creationkit.com do not recomment using self.Delete() on /www.creationkit.com on respwning/leveled actors }
Actor myKiller
Bool isDying = False
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
; Debug.Trace(self + ": OnHit")
Actor newKiller = akAggressor as Actor
if newKiller && isDying == False
myKiller = newKiller
EndIf
EndEvent
Event OnEnterBleedout()
; Debug.Trace(self + ": OnEnterBleedout")
PlayDeathFX()
EndEvent
Event OnReset()
; Debug.Trace(self + ": OnReset")
; Failsafe cleanup
myKiller = None
isDying = False
EndEvent
Function PlayDeathFX()
If isDying
Return
EndIf
isDying = True
Bool doReceiveEP = False
If __Config_RewardExp > 0
doReceiveEP = (HasEffectKeyword(BlameSpellKeyword) || (myKiller && myKiller.GetFactionRank(EPFaction) >= 0))
EndIf
myKiller = None ; To not keep myKiller ref persistent
SetGhost(True)
Debug.SendAnimationEvent(self, "combatIdleStart")
AtronachUnsummonDeathFXS.Play(self)
int soundId = _00E_NPCOorbaya_DeathM.Play(self)
Sound.SetInstanceVolume(soundId, 8.0)
Utility.Wait(1)
SetCriticalStage(CritStage_DisintegrateStart)
PlaceAtMe(_00E_NPCOorbayaUnleashHeavenExplosion)
_00E_OorbayaPowerAttackIMOD.Apply()
StopCombat()
If doReceiveEP
Utility.Wait(0.5)
_00E_EPHandler.GiveEP(__Config_RewardExp)
EndIf
If __Config_DeleteActor
Delete()
Else
; As recommended in https://www.creationkit.com/index.php?title=Delete_-_ObjectReference
SetCriticalStage(CritStage_DisintegrateEnd)
EndIf
EndFunction