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Scriptname _00E_A2_WellOfLifeScript extends activemagiceffect
{Once the player would die, his life is automatically restored to a set percentage of his base life.}
Import _00E_TalentLibrary
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnEnterBleedout()
Game.ForceThirdPerson()
RestoreHealth()
Self.Dispel()
EndEvent
Event OnEffectStart(Actor akTarget, Actor akCaster)
KillMove.SetValue(0)
MAGPowerRacialHitskinM.Play(PlayerREF)
AudioCategorySFXDeath.Mute()
PlayerREF.GetActorBase().SetEssential(True)
iTriggerHealthPercentage = (_00E_A2_WellOfLifeSP.GetNthEffectMagnitude(3)/100)
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
AudioCategorySFXDeath.UnMute()
PlayerREF.GetActorBase().SetEssential(False)
UnregisterForUpdate()
EndEvent
Event OnUpdate()
EndEvent
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function RestoreHealth()
_00E_A2_WellOfLifeAttachEffect.Play(PlayerREF)
_00E_A2_WellOfLifeExplosionIMOD.Apply()
_00E_MagicCharge02M.Play(PlayerREF)
_00E_A2_ChaosruneImplosionSoundM.Play(PlayerREF)
Utility.Wait(4)
int iIndex = (GetPlayerTalentLevel(_00E_Class_Espionage_P09b_Talent_Ghostwalk, _00E_Class_Espionage_P09b_Talent_Ghostwalk2, _00E_Class_Espionage_P09b_Talent_Ghostwalk3) - 1)
float iHealAmount = (PlayerREF.GetBaseActorValue("Health")*(_00E_A2_WellOfLifeSP.GetNthEffectMagnitude(iIndex)/100))
ObjectReference EffectExplosion = PlayerREF.PlaceAtMe(_00E_A2_WellOfLifeExplosionVisual, 1)
EffectExplosion.MoveTo(PlayerREF, 0.0, 0.0, - 50.0)
MAGPowerRacialPacifyFire.Play(PlayerREF)
PlayerREF.KnockAreaEffect(1.0, 1024)
PlayerREF.RestoreActorValue("Health", iHealAmount+30)
If PlayerREF.HasMagicEffect(_50E_MSet_5Pieces_ME)
ScanForEnemy(iHealAmount)
EndIf
Utility.Wait(1)
_00E_A2_WellOfLifeAttachEffect.Stop(PlayerREF)
EndFunction
Function ScanForEnemy(float fDamage)
int iIndexScan = 0
Actor[] nearbyenemies = new Actor[10]
while iIndexScan < 10
Actor RandomActor = Game.FindRandomActorFromRef(PlayerREF, 1000)
If RandomActor.GetFactionReaction(PlayerREF) == 1
nearbyenemies[iIndexScan] = RandomActor
Else
nearbyenemies[iIndexScan] = None
EndIf
iIndexScan += 1
EndWhile
While iIndexScan > 0
If nearbyenemies[iIndexScan] == None
iIndexScan -= 1
Else
Actor RandomEnemy = nearbyenemies[iIndexScan]
RandomEnemy.DamageAV("Health", fDamage)
iIndexScan = 0
EndIf
EndWhile
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
float iTriggerHealthPercentage
Explosion Property _00E_A2_WellOfLifeExplosionVisual Auto
VisualEffect Property _00E_A2_WellOfLifeAttachEffect Auto
ImageSpaceModifier Property _00E_A2_WellOfLifeExplosionIMOD Auto
GlobalVariable Property KillMove Auto
Actor Property PlayerREF Auto
SoundCategory Property AudioCategorySFXDeath Auto
Sound Property MAGPowerRacialPacifyFire Auto
Sound Property _00E_A2_ChaosruneImplosionSoundM Auto
Sound Property MAGPowerRacialHitskinM Auto
Sound Property _00E_MagicCharge02M Auto
Spell Property _00E_A2_WellOfLifeSP Auto
Perk Property _00E_Class_Espionage_P09b_Talent_Ghostwalk Auto
Perk Property _00E_Class_Espionage_P09b_Talent_Ghostwalk2 Auto
Perk Property _00E_Class_Espionage_P09b_Talent_Ghostwalk3 Auto
MagicEffect Property _50E_MSet_5Pieces_ME Auto