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Scriptname defaultGhostScript extends Actor
EFFECTSHADER PROPERTY pGhostFXShader AUTO
FORMLIST PROPERTY pDefaultGhostWeaponFlickerList AUTO
CONTAINER PROPERTY pDefaultGhostCorpse AUTO
EXPLOSION PROPERTY pdefaultGhostDeathExplosion AUTO
LEVELEDITEM PROPERTY pdefaultGhostLeveledList AUTO
BOOL PROPERTY bdefaultLoot=FALSE AUTO
{mark true if you want the default ghost loot and not the NPCs}
BOOL PROPERTY bflicker=FALSE AUTO
{don't use this yet}
SPELL PROPERTY pGhostAbilityNew AUTO
SPELL PROPERTY pGhostResistsAbility AUTO
; //any perks you want to add
PERK PROPERTY pGhostHalfDamagePerk AUTO
BOOL PROPERTY bFade=FALSE AUTO
{makes the ghost fade out instead of explode}
; //make sure only one flash is active
BOOL bFlash=FALSE
; //the person who caused the ghost to flash
ACTOR target
; //////////
; //LOOT PILE VARIABLES
; //////////
; //////////
; //ASH PILE VARIABLES
; //////////
float property fDelay = 0.75 auto
{time to wait before Spawning Ash Pile}
float property fDelayEnd = 1.65 auto
{time to wait before Removing Base Actor}
float property ShaderDuration = 0.00 auto
{Duration of Effect Shader.}
Activator property pDefaultAshPileGhost auto
{The object we use as a pile.}
Bool property bSetAlphaZero = True auto
{The Effect Shader we want.}
FormList Property pDisintegrationMainImmunityList auto
{If the target is in this list, they will not be disintegrated.}
EFFECTSHADER PROPERTY pGhostDeathFXShader AUTO
{the shader to play while dying}
race VictimRace
bool TargetIsImmune = True
; ///////////
; //ONLOAD
; ///////////
EVENT onLoad()
; // add on the abilities
SELF.addSpell(pGhostAbilityNew)
SELF.addSpell(pGhostResistsAbility)
; // for some reason this makes ghostFlash work better
IF(bFlicker)
ghostFlash(1)
ENDIF
ENDEVENT
; /////////
; //ONHIT: When the ghost is hit, if the player isnt using the proper weapon, have them fade
; /////////
EVENT onHIT(OBJECTREFERENCE akAggressor, FORM akSource, Projectile akProjectile, BOOL abPowerAttack, BOOL abSneakAttack, BOOL abBashAttack, BOOL abHitBlocked)
; //if we're supposed to flicker and we're hit by a weapon without turn and we're not blocked, flash
IF(bflicker && !pDefaultGhostWeaponFlickerList.hasForm(akSource) && !abHitBlocked && !bFlash)
bFlash = TRUE
target = akAggressor as ACTOR
ghostFlash(3)
ENDIF
ENDEVENT
; /////////
; //GHOSTFLASH: play this to flash the ghost when hit or attacking
; //
; //float time: the amount of time to be invincible
; /////////
FUNCTION ghostFlash(FLOAT time)
; //stop the effect to keep the particles
pGhostFXShader.stop(SELF)
SELF.setGhost()
; //be invincible for x seconds
utility.wait(time)
; //return the ghost to normal
SELF.setGhost(FALSE)
SELF.setAlpha(0.3)
pGhostFXShader.play(SELF)
bFlash = FALSE
ENDFUNCTION
; /////////
; //ONDYING: On dying play an explosion to mask the ghost vanishing and being replaced by his corpse
; /////////
EVENT onDYING(ACTOR killer)
IF(bFade)
SELF.blockActivation(TRUE)
disable(1)
ELSE
; //check to see if the target is in the immunity list
IF(pDisintegrationMainImmunityList == none)
TargetIsImmune = False
ELSE
ActorBase VictimBase = SELF.GetBaseObject() as ActorBase
VictimRace = VictimBase.GetRace()
IF(pDisintegrationMainImmunityList.hasform(VictimRace) || pDisintegrationMainImmunityList.hasform(VictimBase))
TargetIsImmune = True
ELSE
TargetIsImmune = False
ENDIF
ENDIF
; //if the target is not immune, disintegrate them
IF(TargetIsImmune == False)
; debug.trace("victim just died")
SELF.SetCriticalStage(SELF.CritStage_DisintegrateStart)
IF(pGhostDeathFXShader != none)
pGhostDeathFXShader.play(SELF,ShaderDuration)
ENDIF
SELF.SetAlpha (0.0,True)
; //attach the ash pile
SELF.AttachAshPile(pDefaultAshPileGhost)
IF(bdefaultLoot)
SELF.RemoveAllItems()
SELF.addItem(pdefaultGhostLeveledList)
ENDIF
utility.wait(fDelayEnd)
IF(pGhostDeathFXShader != none)
pGhostDeathFXShader.stop(SELF)
ENDIF
IF(bSetAlphaZero == True)
SELF.SetAlpha (0.0,True)
ENDIF
SELF.SetCriticalStage(SELF.CritStage_DisintegrateEnd)
ENDIF
ENDIF
ENDEVENT