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Scriptname _00E_A2_RiftSC extends activemagiceffect
Import _00E_TalentLibrary
import Utility
Import Debug
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
bRegisteredForSynergy
If akSource == _00E_A2_SkyfallBoltSP && !bRegisteredForSynergy
bRegisteredForSynergy = True
bSynergyImplosionEffect = True
;We can't use Dispel() here, it will result in the target being stuck in dimensional rift forever, fixing https://sureai.net/tracker/view.php?id=107 partially
;Self.Dispel()
EndIf
EndEvent
Event OnDying(Actor akKiller)
Self.Dispel()
EndEvent
Event OnEffectStart(Actor akTarget, Actor akCaster)
Target = akTarget
If !(IsTargetValid(Target))
(PlayerREF as _00E_Game_TalentControlSC).SetTalentRecoveryTime(_00E_A1_Rift, 0)
Return
Elseif IsTargetValid(Target)
TargetWasValid = True
Target.SetActorCause(PlayerREF)
PlayFXAndAnimation()
DrainLoop()
EndIf
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
If TargetWasValid
Finished = True
StopFXAndCastFinalExplosion()
Wait(3)
Target.SetActorCause(None)
CleanUp()
TargetWasValid = False
EndIf
EndEvent
Event OnUpdate()
If (fEnemyPositionAtStartX != Target.GetPositionX()) || (fEnemyPositionAtStartY != Target.GetPositionY())
_00E_Ability_StaggerSelfSpell.RemoteCast(Target, PlayerREF, Target)
Wait(1)
Target.EnableAI(False)
EndIf
EndEvent
;=====================================================================================
; FUNCTIONS
;=====================================================================================
bool Function IsTargetValid(Actor iTarget)
Float iAllowedLevelDifference = _00E_A1_RiftSP.GetNthEffectMagnitude(3)
If (Target.GetLevel()) >= (PlayerLevel.GetValueInt() + iAllowedLevelDifference as Int)
Levelsystem._00E_Levelsystem_sAbilityEnemyLevelTooHigh.Show()
return False
ElseIf Target.IsDead()
Levelsystem._00E_Levelsystem_sAbilityEnemyHasToBeAlive.Show()
return False
ElseIf Target.HasKeyword(MagicNoRift)
Levelsystem._00E_Levelsystem_sAbilityTargetImmune.Show()
return False
Else
Return True
EndIf
EndFunction
Function PlayFXAndAnimation()
Target.PlaceAtMe(ThrowVoiceExplosion)
_00E_A1_RiftIntroSound.Play(PlayerREF)
GhostEtherealFXShader.Play(PlayerREF)
PlaceMarker = Target.PlaceAtMe(XMarker)
Target.SetGhost(True)
ActorBase TargetBase = Target.GetBaseObject() as ActorBase
if TargetBase.HasKeyword(TypeHumanoid) && !(TargetBase.GetRace() == DraugrRace)
if (TargetBase.GetSex() == 0)
_00E_Ability_StaggerSelfSpell.RemoteCast(Target, PlayerREF, Target)
Wait(1)
If !Target.PlayIdle(IdleT02AscendMale)
_00E_Ability_StaggerSelfSpell.RemoteCast(Target, PlayerREF, Target)
Wait(1)
Target.EnableAI(False)
EndIf
ElseIf (TargetBase.GetSex() == 1)
_00E_Ability_StaggerSelfSpell.RemoteCast(Target, PlayerREF, Target)
Wait(1)
If !Target.PlayIdle(IdleT02AscendFemale)
_00E_Ability_StaggerSelfSpell.RemoteCast(Target, PlayerREF, Target)
Wait(1)
Target.EnableAI(False)
EndIf
EndIf
Else
_00E_Ability_StaggerSelfSpell.RemoteCast(Target, PlayerREF, Target)
Wait(1)
Target.EnableAI(False)
EndIf
GhostEtherealFXShader.Play(Target)
Target.SetAlpha (0.6, true)
iRiftDurationSound = _00E_A1_RiftDurSound.Play(Target)
Wait(2)
RiftLight = Target.PlaceAtMe(_00E_A1_RiftLight)
EndFunction
Function DrainLoop()
float iWait = ((_00E_A1_RiftSP.GetNthEffectDuration(0) - 3)/3)
iIndex = _00E_TalentLibrary.GetPlayerTalentLevel(_00E_Class_Thaumaturge_P04_Talent_DimensionalRift_01, _00E_Class_Thaumaturge_P04_Talent_DimensionalRift_02, _00E_Class_Thaumaturge_P04_Talent_DimensionalRift_03) - 1
float fDrainAmountMagicka = ((Target.GetAV("Magicka"))*((_00E_A1_RiftSP.GetNthEffectMagnitude(iIndex)/100)/(_00E_A1_RiftSP.GetNthEffectDuration(0)/3)))
float fDrainAmountStamina = ((Target.GetAV("Stamina"))*((_00E_A1_RiftSP.GetNthEffectMagnitude(iIndex)/100)/(_00E_A1_RiftSP.GetNthEffectDuration(0)/3)))
While !Finished
DrainManaAndStamina(fDrainAmountMagicka, fDrainAmountStamina)
Wait(iWait)
EndWhile
EndFunction
Function DrainManaAndStamina(float fDrainAmountMagicka, float fDrainAmountStamina)
GhostEtherealFXShaderIntro.Play(Target)
_00E_A1_RiftDrainSound.Play(PlayerREF)
Target.DamageAV("Magicka", fDrainAmountMagicka)
PlayerREF.RestoreAV("Magicka", fDrainAmountMagicka)
Target.DamageAV("Stamina", fDrainAmountStamina)
PlayerREF.RestoreAV("Stamina", fDrainAmountStamina)
iFinalImpact = iFinalImpact + (fDrainAmountMagicka + fDrainAmountStamina)
_00E_A2_RiftDrainImod.Apply()
EndFunction
Function StopFXAndCastFinalExplosion()
Target.SetGhost(False)
if bSynergyImplosionEffect
;shifted the code around and introduced a Kill() to properly get rid of the target after the explosion
;together with the removed Dispel() from line 20 this will fix problems with the synergy https://sureai.net/tracker/view.php?id=107
;but changing the synergy in a way that the enemy won't explode right away
bSynergyImplosionEffect = False
bRegisteredForSynergy = False
Game.ShakeCamera(afStrength = 0.25)
Target.RemovePerk(_00E_A2_RiftEtheralPerk)
GhostEtherealFXShader.Stop(PlayerREF)
GhostEtherealFXShader.Stop(Target)
;Target.SetAlpha(1, true)
;Target.EnableAI(true)
_00E_A2_SynergyRiftImplosionDMGEnch.SetNthEffectMagnitude(0, iFinalImpact)
Target.KnockAreaEffect(1, 512)
Target.PlaceAtMe(_00E_A2_SynergyRiftImplosion, 1)
MAGShockExpMassImod.Apply()
If ((Target.GetAV("Health") - iFinalImpact*2) <= 0)
AtronachUnsummonDeathFXS.Play(Target)
Target.Kill(PlayerREF)
Target.SetAlpha (0.0,True)
Target.SetCriticalStage(Target.CritStage_DisintegrateStart)
Target.AttachAshPile(_00E_NPCOorbayaAshPile)
Wait(0.5)
Target.SetCriticalStage(Target.CritStage_DisintegrateEnd)
EndIf
If _00E_Synergy_RiftSkyfall.GetValueInt() == 0
_00E_Synergy_RiftSkyfall.SetValueInt(1)
Levelsystem.ShowSynergyMessage()
EndIf
Self.Dispel()
Else
MAGMysticismSoulTrapCapture.Play(Target)
_00E_A1_RiftExplosionSound.Play(Target)
Target.PlaceAtMe(ThrowVoiceExplosion)
_00E_A2_RiftExplosionImod.Apply()
Target.DamageAV("Health", iFinalImpact/2)
PlayerREF.PushActorAway(Target, 1)
Target.RemovePerk(_00E_A2_RiftEtheralPerk)
Target.EnableAI(true)
Game.ShakeCamera(afStrength = 0.5)
GhostEtherealFXShader.Stop(PlayerREF)
GhostEtherealFXShader.Stop(Target)
Target.SetAlpha(1, true)
EndIf
Sound.StopInstance(iRiftDurationSound)
EndFunction
Function CleanUp()
PlaceMarker.Delete()
RiftLight.Delete()
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
float fEnemyPositionAtStartX
float fEnemyPositionAtStartY
bool TargetWasValid
bool Finished
bool bSynergyImplosionEffect
bool bRegisteredForSynergy
float iFinalImpact
int iindex
int iRiftDurationSound
_00E_QuestFunctions Property Levelsystem Auto
Actor Target
ObjectReference PlaceMarker
ObjectReference RiftLight
Activator Property _00E_NPCOorbayaAshPile Auto
Static Property XMarker Auto
Enchantment Property _00E_A2_SynergyRiftImplosionDMGEnch Auto
ImageSpaceModifier Property MAGShockExpMassImod Auto
EffectShader Property GhostEtherealFXShaderIntro Auto
EffectShader Property GhostEtherealFXShader Auto
EffectShader Property AtronachUnsummonDeathFXS Auto
Explosion Property _00E_A2_SynergyRiftImplosion Auto
Explosion Property ThrowVoiceExplosion Auto
Perk Property _00E_Class_Thaumaturge_P04_Talent_DimensionalRift_01 Auto
Perk Property _00E_Class_Thaumaturge_P04_Talent_DimensionalRift_02 Auto
Perk Property _00E_Class_Thaumaturge_P04_Talent_DimensionalRift_03 Auto
Idle Property IdleT02AscendMale Auto
Idle Property IdleT02AscendFemale Auto
Light Property _00E_A1_RiftLight Auto
Race Property DraugrRace Auto
Perk Property _00E_A2_RiftEtheralPerk Auto
Sound Property _00E_A1_RiftIntroSound Auto
Sound Property _00E_A1_RiftDurSound Auto
Sound Property MAGMysticismSoulTrapCapture Auto
Sound Property _00E_A1_RiftExplosionSound Auto
Sound Property _00E_A1_RiftDrainSound Auto
Spell Property _00E_Ability_StaggerSelfSpell Auto
Spell Property _00E_A1_RiftSP Auto
Spell Property _00E_A2_SkyfallBoltSP Auto
Actor Property PlayerREF Auto
GlobalVariable Property PlayerLevel Auto
GlobalVariable Property _00E_Synergy_RiftSkyfall Auto
ImagespaceModifier Property _00E_A2_RiftDrainImod Auto
ImagespaceModifier Property _00E_A2_RiftExplosionImod Auto
KeyWord Property TypeHumanoid Auto
KeyWord Property MagicNoRift Auto
Shout Property _00E_A1_Rift Auto