enderalse/source/scripts/draugrfxscript.psc

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Scriptname DraugrFXScript extends ActiveMagicEffect
{Attaches and manages fx}
import utility
import form
;===============================================
Actor selfRef
ActorBase myActorBase
VisualEffect Property DraugrMaleEyeGlowFX Auto
VisualEffect Property DraugrFemaleEyeGlowFX Auto
EVENT OnEffectStart(Actor Target, Actor Caster)
selfRef = caster
;Added by USKP to prevent this effect from appearing on the player.
If selfRef == Game.GetPlayer()
selfRef = None
EndIf
If selfRef == None
Dispel()
return
EndIf
;USKP 2.0.3 - Don't bother with any of this if the dumb zombie isn't loaded!
If selfRef.Is3DLoaded()
myActorBase = selfRef.GetLeveledActorBase()
Int mySex = myActorBase.GetSex()
If (selfRef.GetSleepState() == 3)
; Debug.Trace("Draugr is sleeping! 3")
Elseif mySex == 0 ; If sex is male (only one currently working) play glow eye art
DraugrMaleEyeGlowFX.Play(selfRef, -1)
ElseIf mySex == 1 ; If sex is female (currently not returned) play debug text to say this is now working
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
EndIf
EndIf
ENDEVENT
Event OnGetUp(ObjectReference akFurniture)
; Debug.Trace("Draugr just got up from " )
;Added by USKP to prevent this effect from appearing on the player.
if selfRef == None
Return
EndIf
; USKP 2.0.1 - Sanity check because the actorbase property isn't always valid when this runs.
If myActorBase
Int mySex = myActorBase.GetSex()
If mySex == 0
DraugrMaleEyeGlowFX.Play(selfRef, -1)
ElseIf mySex == 1
DraugrFemaleEyeGlowFX.Play(selfRef, -1)
EndIf
EndIf
EndEvent
Event OnDying(Actor myKiller)
utility.Wait(3.0)
StopEyes()
EndEvent
EVENT onDeath(actor myKiller)
StopEyes()
ENDEVENT
Function StopEyes()
if selfRef
DraugrMaleEyeGlowFX.Stop(selfRef)
DraugrFemaleEyeGlowFX.Stop(selfRef)
EndIf
EndFunction