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Scriptname WispActorScript extends ActiveMagicEffect
{Abilities and FX for Wisp/Glimmerwitch}
;======================================================================================;
; IMPORTS /
;=============/
import utility
import form
import debug
;======================================================================================;
; PROPERTIES /
;=============/
keyword property wispChild01 auto
keyword property wispChild02 auto
keyword property wispChild03 auto
spell property Phase1ConcSpell auto
{A long range concentration spell for phase #1}
spell property Phase2ConcSpell auto
{Shorter range spell for phase #2}
actorBase property encWispShade auto
VisualEffect Property WispFXAttachEffect Auto
explosion property ExplosionIllusionLight01 auto
Activator property AshPileObject auto
{The object we use as a pile.}
float property PhaseThreeHPPercent auto
{At what % of HP should I spawn my dopplegangers?. DEFAULT: 0.2}
;======================================================================================;
; VARIABLES /
;=============/
;USKP 2.0.4 - All of these are Actors, so let's just dispense with all the type casting that's going on down below.
Actor selfRef
; let's refer to the witchlights as "orbs" to avoid confusion.
Actor orb01
Actor orb02
Actor orb03
Actor Shade01
Actor Shade02
;track number of living orb babies
int liveLights = 3
; have my FX been attached?
bool bFX = FALSE
;======================================================================================;
; EVENTS /
;=============/
EVENT onLoad()
;trace("Wisp: Has Loaded 3D ("+selfRef+")")
EVPall()
endEVENT
EVENT OnEffectStart(Actor Target, Actor Caster)
;trace("AbWisp Effect Start on: "+SelfRef+"")
selfRef = caster
;USKP 2.0.1 - Stop this from attaching to the player.
if selfRef == Game.GetPlayer()
Dispel()
Return
EndIf
if selfref.getLinkedRef() == NONE
; only attack FX at this point if I am not in an ambush link
if (WispFXAttachEffect != NONE)
WispFXAttachEffect.Play(selfRef, -1)
bFX = TRUE
Endif
endif
;USKP 2.0.4 - These should be cast as Actors
orb01 = selfRef.getLinkedRef(WispChild01) as Actor
orb02 = selfRef.getLinkedRef(WispChild02) as Actor
orb03 = selfRef.getLinkedRef(WispChild03) as Actor
EVPall()
if phaseThreeHPpercent > 1.0
; if we passed a high value, the user probably meant a whole number percentage like 30%
phaseThreeHPpercent = phaseThreeHPpercent/100
endif
ENDEVENT
EVENT onGetup(ObjectReference akFurniture)
;USKP 2.0.1 - Stop this from attaching to the player.
if( selfRef == Game.GetPlayer() )
Return
EndIf
if akFurniture == selfRef.getLinkedRef() && bFX == FALSE
; if I was in a furniture ambush, then add my FX when I leave it
WispFXAttachEffect.Play(selfRef, -1)
bFX = TRUE
endif
endEVENT
Event OnCombatStateChanged(Actor victim, int aeCombatState)
if aeCombatState != 0 ; 0 means not in combat, so non-zero means we entered combat
; debug.trace("Wisp began combat with "+victim+" ("+self+")")
if aeCombatState == 1
;USKP 2.0.6 - Dead actors throw errors when asked to start combat.
If orb01 && orb01.IsDead() == False
orb01.startCombat(victim)
Endif
If orb02 && orb02.IsDead() == False
orb02.startCombat(victim)
Endif
If orb03 && orb03.IsDead() == False
orb03.startCombat(victim)
Endif
; Start listening for critically low HP
registerforSingleupdate(1.0)
endif
endif
endEVENT
EVENT onActivate(objectReference actronaut)
; debug.trace("Wisp Activated")
if actronaut == orb01 || actronaut == orb02 || actronaut == orb03
utility.wait(0.1)
; debug.trace("Actronaut was one of my orbs")
liveLights -= 1
; debug.trace("Livelights = "+livelights)
if liveLights <= 0
; debug.trace("All child lights dead for "+selfref)
;Variable07 sets up the berserk package/combat style
selfRef.setActorValue("Variable07",1)
;also "eliminate" her ability to cast spells - take all her magicka away.
;trace("WISPS: move to combat phase 2")
; Take away her magicka (she'll regen) and shuffle her spell set
selfRef.damageActorValue("Magicka", -(selfRef.getActorValue("Magicka")))
selfRef.removeSpell(Phase1ConcSpell)
selfRef.addSpell(Phase2ConcSpell)
endif
endif
endEVENT
EVENT onUpdate()
; Check HP for Phase 3 Combat - Last ditch doppleganger attack!
if selfRef.getActorValuePercentage("health") > phaseThreeHPpercent
; HP still high, so hold off.
;utility.wait(0.5)
RegisterforSingleUpdate(0.5)
else
; create my dopplegangers and unregister for update
If EncWispShade
Shade01 = selfRef.placeAtMe(EncWispShade) as Actor
Shade02 = selfRef.placeAtMe(EncWispShade) as Actor
EndIf
;/ selfRef.setActorValue("Variable07",1)
selfRef.damageActorValue("Magicka", -(selfRef.getActorValue("Magicka")))
selfRef.SetActorValue("Magicka", 0.0)
Debug.Notification("Set variables!") /;
; Dump the orbs.
If (orb01 != NONE)
orb01.kill()
Endif
If (Orb02 != NONE)
orb02.kill()
Endif
If (Orb03 != NONE)
orb03.kill()
Endif
; restore her longer-range spell
If orb01 || orb02 || orb03
selfRef.addSpell(Phase1ConcSpell)
EndIf
endif
endEVENT
EVENT OnDying(Actor akKiller)
; Effects automatically finish onDeath so use this EVENT hook instead
;trace("Actor has died: "+selfref)
selfRef.SetCriticalStage(selfRef.CritStage_DisintegrateStart)
WispFXAttachEffect.Stop(selfRef)
utility.wait(0.90)
selfRef.placeatme(ExplosionIllusionLight01)
selfRef.AttachAshPile(AshPileObject)
; pause a second before killing inheritors - I've seen massive damage skip over this
utility.wait(0.5)
If (orb01 != NONE)
orb01.kill()
Endif
If (Orb02 != NONE)
orb02.kill()
Endif
If (Orb03 != NONE)
orb03.kill()
Endif
If (Shade01 != NONE)
Shade01.kill()
Endif
If (Shade02 != NONE)
Shade02.kill()
Endif
selfRef.SetCriticalStage(selfRef.CritStage_DisintegrateEnd)
ENDEVENT
FUNCTION EVPall()
;trace("Sending EVP to self and witchlight children ("+selfRef+")")
;trace("Witchlights are the Following:")
;trace("--------------------------------")
;trace(orb01)
;trace(orb02)
;trace(orb03)
;trace("--------------------------------")
If (orb01 != NONE)
orb01.evaluatePackage()
Endif
If (Orb02 != NONE)
orb02.evaluatePackage()
Endif
If (Orb03 != NONE)
orb03.evaluatePackage()
Endif
endFUNCTION