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Scriptname defaultsetStageRefScript extends ObjectReference
{generic script for one-shot quest stage update on references}
import game
import debug
int property stage auto
{ stage to set}
quest Property myQuest auto
{ quest containing the stage you want to set}
int property prereqStageOPT = -1 auto
{ OPTIONAL: stage that must be set for this trigger to fire }
int testState ; for debugging
auto STATE waitingForPlayer
EVENT onActivate(objectReference triggerRef)
testForTrigger(triggerRef, 0)
endEVENT
;Event OnDeath(Actor akKiller) ;ACTOR ONLY EVENT
;testForTrigger(getPlayer(), 1)
;endEvent
Event OnHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
;trace(self + " OnHit in waitingForPlayer")
testForTrigger(akAggressor, 2)
endEvent
EVENT OnTriggerEnter(objectReference triggerRef)
testForTrigger(triggerRef, 3)
endEVENT
;ACTOR ONLY EVENT
;Event OnEquipped(Actor akActor)
; testForTrigger(akActor, 4)
;endEvent
;ACTOR ONLY EVENT
;Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
; if aeCombatState != 0 ; 0 = not in combat, so non-zero means entered combat
; ; FOR NOW, don't care if its player
; testForTrigger(getPlayer(), 5)
; testForTrigger(akTarget, 5)
; endIf
;endEvent
Event OnCellLoad()
testForTrigger((Game.GetForm(0x14) as Actor), 6)
endEvent
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
; trigger if object is added to player's inventory
testForTrigger(akNewContainer, 7)
; trigger if object is removed from player's inventory
testForTrigger(akOldContainer, 8)
endEvent
Event OnOpen(ObjectReference akActionRef)
testForTrigger((Game.GetForm(0x14) as Actor), 9)
endEvent
Event onRead()
; debug.Trace(self + " has been read")
testForTrigger((Game.GetForm(0x14) as Actor), 10)
endEvent
endSTATE
STATE hasBeenTriggered
; this state doesn't do anything
EVENT onActivate(objectReference triggerRef)
endEvent
Event OnHit(ObjectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
;trace(self + " OnHit in hasBeenTriggered")
endEvent
EVENT onTriggerEnter(objectReference triggerRef)
endEvent
Event OnEquipped(Actor akActor)
endEvent
endSTATE
EVENT onActivate(objectReference triggerRef)
endEvent
function testForTrigger(objectReference triggerRef, int pTestTriggerType)
; debug.trace(self + " testForTrigger, triggerRef=" + triggerRef + ", triggerType=" + pTestTriggerType)
if TriggerType == pTestTriggerType
if triggerRef == getPlayer()
if prereqStageOPT == -1 || myQuest.IsStageDone(prereqStageOPT) == 1
; debug.trace(self + " testforTrigger SUCCEEDED")
myQuest.SetCurrentStageID(stage)
gotoState("hasBeenTriggered")
endif
endif
endif
endFunction
int Property TriggerType = 0 Auto
{0 = OnActivate
N/A = OnDeath (ACTOR ONLY - Must use "defaultSetStageActorRef" script)
N/A = OnHit (ACTOR ONLY - Must use "defaultSetStageActorRef" script)
3 = OnTriggerEnter
N/A = OnEquipped (ACTOR ONLY - Must use "defaultSetStageActorRef" script)
5 = OnCombatBegin
6 = OnCellLoad
7 = Added to player inventory
8 = Removed from player inventory
9 = OnOpen (for Doors and Containers)
10 = onRead (for books)
... etc...
TODO: Convert to enum when we have them
}