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scriptName defaultSetStageOnAttackedRefAlias extends ReferenceAlias
{Set stage on specificed quest when this actor is attacked. Optionally restricted to the player.}
quest property myQST auto
{quest to set stage upon}
int property preReqStage = -1 auto
{(Optional)Stage that must be set for this script to run. Default: NONE}
int property minNumberHits = 1 auto
{Minimum number of hits required to trigger the stage set. Allows for some leniancy, if desired.}
;Internally -- Actual number of hits received.
int actualHits = 0
int property StageToSet auto
{Set this stage when the actor dies}
bool property playerOnly auto
{Set this stage only if the actor is attacked by the player.}
auto STATE waiting
Event OnHit(ObjectReference aggressor, Form weap, Projectile proj, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
if (aggressor == (Game.GetForm(0x14) as Actor) || !playerOnly)
if preReqStage == -1 || myQST.IsStageDone(preReqStage) == TRUE
actualHits = actualHits + 1
if (actualHits >= minNumberHits)
myQST.SetCurrentStageID(stageToSet)
gotoState("inactive")
EndIf
elseif preReqStage != -1 && myQST.IsStageDone(preReqStage) == FALSE
; debug.trace(self + " was killed before stage " + preReqStage + " of " + myQST + " was set")
else
; debug.trace(self + " got defaultSetStageOnAttacked script into a bad state!")
endif
EndIf
endEVENT
endSTATE
STATE inactive
endSTATE