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Scriptname _00E_Trap_OilpoolEnderal extends TrapExplosiveGas
;==============================================
; form fireHazard
;objectReference myHazardRef
float property burnDuration = 30.0 auto
{duration that the pool burns for}
string oilAnim = "stopeffect"
string oilDisappearEvent ="end"
objectReference myLinkedRef
bool lightIsOn = False
bool property lightStaysOn = False auto
{if set to 'TRUE' the enabled linked ref will not get disabled when the oil pool is destroyed}
;used to track if we have turned on our linkedRef light yet
bool property deleteSelfAfterIgnition = True auto
{whether or not the oil pool is used up after burning
default == true}
;bool hazardAssigned = False
explosion property OilExplosion auto ;hidden
bool property weaponResolved = false auto hidden
int Property TrapLevel = 1 auto
{Used to determine the difficulty of the trap, currently only tied to damage
0 = Easy
1 = Medium (DEFAULT)
2 = Hard
3 = VeryHard}
; event onLoad()
; fireHazard = game.getForm(0X0005A1A3)
; hazardAssigned = True
; endEvent
;/
event onCellAttach()
if !weaponResolved
; ResolveLeveledExplosion()
endif
endEvent
/;
Function gasExplode(objectReference causeActor)
;if (causeActor as actor)
self.setActorCause(causeActor as actor)
;endif
goToState("DoNothing")
;if hazardAssigned == False
; AssignHazard()
;endif
;myHazardRef = PlaceAtMe(fireHazard, 1)
(self as objectReference).damageObject(5.0)
myLinkedRef = getLinkedRef()
if myLinkedRef && !lightIsOn
lightIsOn = True
myLinkedRef.enable()
endif
endFunction
state doNothing
event onHit(objectReference akAggressor, form akWeapon, projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
endEvent
event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
endEvent
event onTriggerEnter(objectReference triggerRef)
endEvent
endState
; function AssignHazard()
; fireHazard = game.getForm(0X0005A1A3)
; hazardAssigned = True
; endFunction
event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
myLinkedRef = getLinkedRef()
;if !weaponResolved
; ResolveLeveledExplosion()
;endif
if aiCurrentStage == 2
placeAtMe(OilExplosion)
endif
if aiCurrentStage < 3 && !lightIsOn && myLinkedRef
lightIsOn = True
myLinkedRef.enable()
endif
; debug.Trace(self + " has received destruction event #" + aiCurrentStage)
if aiCurrentStage == 3
if deleteSelfAfterIgnition
playanimationandwait(oilAnim, oilDisappearEvent)
endif
if !lightStaysOn && myLinkedRef
myLinkedRef.disable()
endif
if deleteSelfAfterIgnition
self.Disable()
else
self.reset()
self.clearDestruction()
goToState("Waiting")
endif
endif
endEvent
;/
;================================================================
int property LvlThreshold1 auto
int property LvlThreshold2 auto
int property LvlThreshold3 auto
int property LvlThreshold4 auto
int property LvlThreshold5 auto
Explosion property TrapOilExplosion01 auto
Explosion property TrapOilExplosion02 auto
Explosion property TrapOilExplosion03 auto
Explosion property TrapOilExplosion04 auto
Explosion property TrapOilExplosion05 auto
Explosion property TrapOilExplosion06 auto
Function ResolveLeveledExplosion ()
;Trace("ResolveLeveledWeapon")
int damageLevel
damageLevel = CalculateEncounterLevel(TrapLevel)
; weapon lvlWeaponM = LvlWeaponM1
; weapon lvlWeaponL = LvlWeaponL1
; weapon lvlWeaponR = LvlWeaponR1
explosion LvlExplosion = TrapOilExplosion01
if (damageLevel > LvlThreshold1 && damageLevel <= LvlThreshold2)
; lvlWeaponM = LvlWeaponM2
; lvlWeaponL = LvlWeaponL2
; lvlWeaponR = LvlWeaponR2
LvlExplosion = TrapOilExplosion02
;Trace("damage threshold =")
;Trace("2")
endif
if (damageLevel > LvlThreshold2 && damageLevel <= LvlThreshold3)
;lvlWeaponM = LvlWeapon3
LvlExplosion = TrapOilExplosion03
;Trace("damage threshold =")
;Trace("3")
endif
if (damageLevel > LvlThreshold3 && damageLevel <= LvlThreshold4)
;lvlWeaponM = LvlWeapon4
LvlExplosion = TrapOilExplosion04
;Trace("damage threshold =")
;Trace("4")
endif
if (damageLevel > LvlThreshold4 && damageLevel <= LvlThreshold5)
;lvlWeaponM = LvlWeapon5
LvlExplosion = TrapOilExplosion05
;Trace("damage threshold =")
;Trace("5")
endif
if (damageLevel > LvlThreshold5)
;lvlWeaponM = LvlWeapon6
LvlExplosion = TrapOilExplosion06
;Trace("damage threshold =")
;Trace("6")
endif
; ballistaWeaponM = lvlWeaponM
; ballistaWeaponL = lvlWeaponL
; ballistaWeaponR = lvlWeaponR
OilExplosion = LvlExplosion
weaponResolved = True
EndFunction
/;