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scriptName magicNightEyeScript extends ActiveMagicEffect
{Scripted effect for the Night Eye Spell}
import GlobalVariable
;======================================================================================;
; PROPERTIES /
;=============/
float property fDelay = 0.83 auto
{time to wait before switching to constant Imod}
ImageSpaceModifier property IntroFX auto
{IsMod applied at the start of the spell effect}
ImageSpaceModifier property MainFX auto
{main isMod for spell}
ImageSpaceModifier property OutroFX auto
{IsMod applied at the end of the spell effect}
Float Property fImodStrength = 1.0 auto
{IsMod Strength from 0.0 to 1.0}
sound property IntroSoundFX auto ; create a sound property we'll point to in the editor
sound property OutroSoundFX auto ; create a sound property we'll point to in the editor
GlobalVariable Property NightEyeTransitionGlobal auto
;MagicEffect Property NightEyeEffect auto
;Spell Property NightEyeDispelEffectSpell auto
; Obtain the target of the active fire effect
;Actor CasterActor
;======================================================================================;
; EVENTS /
;=============/
Event OnEffectStart(Actor Target, Actor Caster)
;CasterActor = Caster
; IntroFX.remove()
; MainFX.remove() ;Kill Imods from another cast, if running.
; OutroFX.remove()
if NightEyeTransitionGlobal.GetValue() == 0.0
NightEyeTransitionGlobal.setValue(1.0)
int instanceID = IntroSoundFX.play((target as objectReference)) ; play IntroSoundFX sound from my self
introFX.apply(fImodStrength) ; apply isMod at full strength
utility.wait(fDelay) ; NOTE - neccessary?
;MainFX.apply()
if NightEyeTransitionGlobal.GetValue() == 1.0
introFX.PopTo(MainFX,fImodStrength)
NightEyeTransitionGlobal.setValue(2.0)
endif
elseif NightEyeTransitionGlobal.GetValue() == 1.0
introFX.PopTo(MainFX,fImodStrength)
NightEyeTransitionGlobal.setValue(2.0)
self.dispel()
else
self.dispel()
endif
EndEvent
; Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect NightEyeEffect)
; NightEyeDispelEffectSpell.Cast(CasterActor)
; endEvent
Event OnEffectFinish(Actor Target, Actor Caster)
; if NightEyeTransitionGlobal.GetValue() == 1.0
; utility.wait(fDelay)
; endif
; ;debug.trace (self + ": We are killing the spell. The Globale is: " + NightEyeTransitionGlobal.GetValue())
if NightEyeTransitionGlobal.GetValue() == 2.0
NightEyeTransitionGlobal.setValue(3.0)
; ;debug.trace (self + ": This is a valid outro play, see because 2.0 = " + NightEyeTransitionGlobal.GetValue())
int instanceID = OutroSoundFX.play((target as objectReference)) ; play OutroSoundFX sound from my self
;MainFX.remove()
MainFX.PopTo(OutroFX,fImodStrength)
introFX.remove()
NightEyeTransitionGlobal.setValue(0.0)
endif
endEvent