4
Fork 0
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

134 lines
4.3 KiB

Scriptname ResourceFurnitureScript extends ObjectReference Conditional
{script for furniture which the player can use to get resources}
formlist Property requiredItemList Auto
{required for player to use - optional}
Message Property FailureMessage Auto
{Message to say why you can't use this without RequiredWeapon}
MiscObject Property Resource Auto
{what you get from using this furniture}
int Property ResourceCount = 1 Auto
{how many resources you get per use}
int property MaxResourcePerActivation = 6 auto
{How many times can this object be used before the player has to re-activate?}
int counter
; count up how many resources have been gathered on this go.
faction property CurrentFollowerFaction auto
{Used to handle player followers using the furniture object}
objectReference property NPCfollower auto hidden
{hidden property to track followers who used this}
Event OnLoad()
BlockActivation(true)
endEvent
Event OnUnload()
; safety measure
UnregisterForEvents(game.getplayer())
if NPCfollower
UnregisterForEvents(NPCfollower)
endif
endEvent
auto STATE normal
Event OnActivate(ObjectReference akActionRef)
gotoState("busy")
; debug.trace(self + "OnActivate")
if akActionRef == Game.GetPlayer() || (akActionRef as actor).isInFaction(CurrentFollowerFaction)
; debug.trace("akActionRef is either player or a follower")
if (akActionRef as actor) != game.getPlayer()
; debug.trace("It's a follower - store in NPCfollower property")
; if not the player, must be the follower
NPCfollower = akActionRef
endif
bool allowActivation = true
; check if player has required item
if requiredItemList
if akActionRef.GetItemCount(requiredItemList) == 0
if akActionRef == game.getPlayer()
; only require the axe item for the player
allowActivation = false
; debug.trace("allowActivation = "+allowActivation)
FailureMessage.Show()
endif
endif
endif
if allowActivation
RegisterForEvents(akActionRef)
; debug.trace(self + "player/follower activation START")
Activate(akActionRef, true)
; debug.trace(self + "player/follower activation END")
endif
else
; ;debug.trace(self + "non-follower NPC activation START")
; just activate it
Activate(akActionRef, true)
; ;debug.trace(self + "non-follower NPC activation END")
endif
gotoState("normal")
endEvent
endState
STATE busy
; do nothing
endState
Event OnAnimationEvent(ObjectReference akSource, string asEventName)
; debug.trace(self + ": animation event received=" + asEventName)
if asEventName == "AddToInventory"
akSource.AddItem(Resource, ResourceCount)
; increment counter by however many items we just received
; debug.trace("Pre-add counter = "+counter)
counter = (counter + resourceCount)
; debug.trace("Post-add counter = "+counter)
if counter >= MaxResourcePerActivation
; if we've bagged our limit, kick the player out. Reset timer for next activation
; debug.trace("Woodpile - player has gotten "+counter+" logs this go. Kicking out.")
counter = 0
(akSource as actor).PlayIdle(IdleWoodchopExit)
unregisterForEvents(akSource)
endif
elseif asEventName == "IdleFurnitureExit"
; debug.trace("Resource Object Unregistering: "+self)
; reset the counter if I exit manually
counter = 0
UnregisterForEvents(akSource)
endif
endEvent
bool isRegisteredForEvents = false
function RegisterForEvents(objectReference whoToRegister)
; centralize this
isRegisteredForEvents = true
RegisterForAnimationEvent(whoToRegister, "AddToInventory")
RegisterForAnimationEvent(whoToRegister, "SoundPlay . NPCHumanWoodChop")
RegisterForAnimationEvent(whoToRegister, "IdleFurnitureExit")
endFunction
function UnregisterForEvents(objectReference whoToUnregister)
; centralize this
; It is perfectly safe to unregister for events you never registered for, however
; this function is called as part of OnUnload, and if this object isn't persistent
; then it may be deleted by the time OnUnload runs, and these function calls will
; fail. Since RegisterForAnimationEvent persists us, we know it will be safe to
; call Unregister if we've previously Registered, even if called as a part of
; OnUnload
if isRegisteredForEvents
isRegisteredForEvents = false
UnRegisterForAnimationEvent(whoToUnregister, "AddToInventory")
UnRegisterForAnimationEvent(whoToUnregister, "IdleFurnitureExit")
endif
endFunction
Idle Property IdleWoodchopExit Auto