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scriptName TrapFallingOilLampColLayer extends objectReference
;
;
;====================================================
message property DisarmMessage1 auto
sound property FallingSound auto
weapon property FallingOilWeapon auto
ammo property FallingOilAmmo auto
explosion property OilExplosion auto
; bool property weaponResolved = false auto hidden
; int Property TrapLevel = 1 auto
; {Used to determine the difficulty of the trap, currently only tied to damage
; 0 = Easy
; 1 = Medium (DEFAULT)
; 2 = Hard
; 3 = VeryHard}
auto state waiting
event onActivate(objectReference triggerRef)
; debug.Trace(self + " has been activated by " + triggerRef)
;goToState("Triggered")
switchToFalling(triggerRef)
endEvent
event onHit(objectReference akAggressor, form akWeapon, projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
; debug.Trace(self + " has been hit by " + akAggressor)
;if self.GetActorValue("Health") > 10
;goToState("Triggered")
switchToFalling(akAggressor)
;endif
endEvent
Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
;if self.GetActorValue("Health") > 10
;goToState("Triggered")
switchToFalling(akCaster)
;endif
endEvent
event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
; debug.Trace(self + " has received destruction event #" + aiCurrentStage)
if aiCurrentStage == 1
switchToFalling(self)
;goToState("triggered")
;utility.wait(0.0)
;fallingOilWeapon.Fire(self, FallingOilAmmo)
;DisableLinkChain()
;fallingOilWeapon.Fire(self, FallingOilAmmo)
;self.Disable()
;self.Delete()
endif
if aiCurrentStage == 2
placeAtMe(OilExplosion)
endif
endEvent
EndState
function switchToFalling(objectReference causeActor)
; ;debug.Trace(self + " has fired trap, should fall and explode")
;if (causeActor as actor)
goToState("Triggered")
self.setActorCause(causeActor as actor)
;endif
FallingSound.play(self)
self.DamageObject(10.0)
DisableLinkChain()
endFunction
state Triggered
event onBeginState()
; debug.trace(self + " should now be falling")
;if !weaponResolved
; ResolveLeveledExplosion()
;endif
endEvent
event onHit(objectReference akAggressor, form akWeapon, projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
;if (causeActor as actor)
self.setActorCause(akAggressor as actor)
;endif
;if self.GetActorValue("Health") > 10
;goToState("Triggered")
;fireTrap()
;self.DamageObject(10.0)
;endif
endEvent
event onTriggerEnter(objectReference triggerRef)
; debug.trace(self + " has been triggered while falling, should explode")
;if self.GetActorValue("Health") > 10
;goToState("Triggered")
;fireTrap()
self.DamageObject(90.0)
;endif
endEvent
event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
if aiCurrentStage == 2
placeAtMe(OilExplosion)
endif
endEvent
EndState
event onReset()
self.reset()
self.clearDestruction()
EnableLinkChain() ; USKP 2.0.1 - Traps would reenable but not include their child light sources.
goToState("waiting")
endEvent
;/
event onCellAttach()
if !weaponResolved
ResolveLeveledExplosion()
endif
endEvent
;================================================================
int property LvlThreshold1 auto
int property LvlThreshold2 auto
int property LvlThreshold3 auto
int property LvlThreshold4 auto
int property LvlThreshold5 auto
Explosion property TrapOilLampExplosion01 auto
Explosion property TrapOilLampExplosion02 auto
Explosion property TrapOilLampExplosion03 auto
Explosion property TrapOilLampExplosion04 auto
Explosion property TrapOilLampExplosion05 auto
Explosion property TrapOilLampExplosion06 auto
Function ResolveLeveledExplosion ()
;Trace("ResolveLeveledWeapon")
int damageLevel
damageLevel = CalculateEncounterLevel(TrapLevel)
; weapon lvlWeaponM = LvlWeaponM1
; weapon lvlWeaponL = LvlWeaponL1
; weapon lvlWeaponR = LvlWeaponR1
explosion LvlExplosion = TrapOilLampExplosion01
if (damageLevel > LvlThreshold1 && damageLevel <= LvlThreshold2)
; lvlWeaponM = LvlWeaponM2
; lvlWeaponL = LvlWeaponL2
; lvlWeaponR = LvlWeaponR2
LvlExplosion = TrapOilLampExplosion02
;Trace("damage threshold =")
;Trace("2")
endif
if (damageLevel > LvlThreshold2 && damageLevel <= LvlThreshold3)
;lvlWeaponM = LvlWeapon3
LvlExplosion = TrapOilLampExplosion03
;Trace("damage threshold =")
;Trace("3")
endif
if (damageLevel > LvlThreshold3 && damageLevel <= LvlThreshold4)
;lvlWeaponM = LvlWeapon4
LvlExplosion = TrapOilLampExplosion04
;Trace("damage threshold =")
;Trace("4")
endif
if (damageLevel > LvlThreshold4 && damageLevel <= LvlThreshold5)
;lvlWeaponM = LvlWeapon5
LvlExplosion = TrapOilLampExplosion05
;Trace("damage threshold =")
;Trace("5")
endif
if (damageLevel > LvlThreshold5)
;lvlWeaponM = LvlWeapon6
LvlExplosion = TrapOilLampExplosion06
;Trace("damage threshold =")
;Trace("6")
endif
; ballistaWeaponM = lvlWeaponM
; ballistaWeaponL = lvlWeaponL
; ballistaWeaponR = lvlWeaponR
OilExplosion = LvlExplosion
weaponResolved = True
EndFunction
/;