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scriptName CraftingActivateLinker extends objectReference
;
;This script handles the Ore Veins and handshakes with the mining furniture
;===================================================================
weapon Property RequiredWeapon01 Auto
{required for player to use - optional}
Message Property FailureMessage Auto
{Message to say why you can't use this without RequiredWeapon}
bool property requiresTool = false auto
{sets whether this requires a tool to operate
default = false}
objectReference property objSelf auto hidden
{objectReference to self}
;===================================================================
;;EVENT BLOCK
;===================================================================
event onLoad()
blockActivation()
objSelf = self as objectReference
endEvent
event onActivate(objectReference akActivator)
; debug.Trace(self + " has been activated by " + akActivator)
;Actor is attempting to mine
if akActivator as actor
;if the actor is the player
if akActivator == game.getPlayer()
;if this is not depleted and the player has the right item
if requiresTool && playerHasTools() == false
FailureMessage.Show()
;enter the furniture
else
; debug.Trace(self + " should cause " + akActivator + " to activate " + getLinkedRef())
if getLinkedRef()
getLinkedRef().activate(akActivator)
Else
; debug.Trace(self + ": error this ore does not have a linkedRef")
endif
endif
Else
if getLinkedRef()
getLinkedRef().activate(akActivator)
Else
; debug.Trace(self + ": error this ore does not have a linkedRef")
endif
EndIf
;Something unexpected has activated the ore
Else
; debug.Trace(self + "has been activated by: " + akActivator + " why?")
endif
endEvent
;;;May add on hit with pickaxe here later
; Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
; endEvent
;===================================================================
;;FUNCTION BLOCK
;===================================================================
bool function playerHasTools()
if Game.GetPlayer().GetItemCount(RequiredWeapon01) > 0
return true
Else
return false
endIf
endFunction