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ScriptName masterAmbushScript extends Actor
{Script that lives on the actor and takes care of all instances of how an actor can come out of idle state while in ambush mode}
import game
import debug
String Property ACTOR_VARIABLE = "Variable01" AutoReadOnly
{By default, this property is set to Variable01.}
Float Property ACTOR_VARIABLE_ON_TRIGGER = 1.0 AutoReadOnly
{By default this property is set to 1.}
Float Property ACTOR_VARIABLE_ON_RESET = 0.0 AutoReadOnly
Float Property AGGRESSION_ON_TRIGGER = 2.0 AutoReadOnly
{
By default this property is set to 2 (very aggressive).
0 - Unaggressive - will not initiate combat
1 - Aggressive - will attack enemies on sight
2 - Very Aggressive - Will attack enemies and neutrals on sight
3 - Frenzied - Will attack anyone else
}
Float Property AGGRESSION_ON_RESET = 0.0 AutoReadOnly
keyword property linkKeyword auto
{if this has a linkedRef with this keyword, we will activate it once when hit, activated, or on combat begin}
bool property ambushOnTrigger = false auto
{By default, this is set to false. Set to true if you want encounter to come out of ambush when player enters trigger}
Bool Property helpAlliesOnTrigger = false auto
{By default, this is set to false. Set to true if the NPC helps nobody while ambushing, and helps allies when the ambush is triggered}
Bool Property dontResetAggression = false auto
{By default, this is set to false. Set to true if the NPC doesn't need its aggression raised when the ambush is triggered}
;**********************************************
Event onReset()
;messagebox ("in reset")
self.SetActorValue(ACTOR_VARIABLE, ACTOR_VARIABLE_ON_RESET)
If dontResetAggression == False
self.SetActorValue("Aggression", AGGRESSION_ON_RESET)
EndIf
If helpAlliesOnTrigger
self.SetActorValue("Assistance", 0) ; Help nobody
EndIf
self.evaluatePackage()
endEvent
;**********************************************
auto State waiting
;The actor can exit the furniture in multiple ways. We need to listen for all of these
;events and if any are called, then go to All Done state, since we don't need to listen
;for any other events because any of the events will get the actor out of the furniture.
;Handle Activation
Event onActivate(ObjectReference triggerRef)
;trace("in onactivate")
if ambushOnTrigger || (triggerRef == game.getPlayer())
;player has activated draugr, so leave state
gotoState("allDone")
else
;trigger activated them, so set their aggression to 2, but do not leave state
_RaiseAggression()
endif
endEvent
;Handle onHit
Event onHit(objectReference akAggressor, Form akWeapon, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
;trace("in onhit")
gotoState("allDone")
endEvent
;Handle other cases that cause them to come out of furniture
;Using onGetUp as a safety net
Event onGetUp(ObjectReference myFurniture)
Cell parentCell = GetParentCell()
;trace("in getup")
if (parentCell && parentCell.IsAttached() && (is3DLoaded()))
gotoState("allDone")
endif
endEvent
Event OnCombatStateChanged(Actor actorRef, int aeCombatState)
;trace("in combatstatechanged")
if (aeCombatState != 0) ; 0 = not in combat, so non-0 means we entered combat
gotoState("allDone")
endIf
endEvent
;if any of the events above are caught, we leave this state, but first we need to take care
;of setting up everything we need when we get out of our furniture.
Event onEndState()
;trace("in end state")
;handle things like sarcophagus lids that are the linkedRef of the furniture
If _TryActivateLinkedRef(getLinkedRef())
_TryActivateLinkedRef(getNthLinkedRef(2))
EndIf
;set actor variables
self.SetActorValue(ACTOR_VARIABLE, ACTOR_VARIABLE_ON_TRIGGER)
_RaiseAggression()
;check to see if actor has a linkedRef with this keyword, if so, then activate it
If linkKeyword
_TryActivateLinkedRef(GetLinkedRef(linkKeyword))
EndIf
endEvent
endState
Bool Function _TryActivateLinkedRef(ObjectReference mylinkedRef)
If mylinkedRef
mylinkedRef.Activate(self)
Return True
EndIf
Return False
EndFunction
Function _RaiseAggression()
If dontResetAggression == False
self.SetActorValue("Aggression", AGGRESSION_ON_TRIGGER)
EndIf
If helpAlliesOnTrigger
self.SetActorValue("Assistance", 1) ; Help allies
EndIf
self.EvaluatePackage()
EndFunction
;**********************************************
State allDone
;do nothing
endState
;**********************************************