enderalse/source/scripts/_00e_game_talentcontrolsc.psc

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Scriptname _00E_Game_TalentControlSC extends Actor
{Controls animation behaviour for all talents}
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function RegisterForActions()
RegisterForActorAction(3)
RegisterForActorAction(4)
EndFunction
Function UnregisterForActions()
UnregisterForActorAction(3)
UnregisterForActorAction(4)
EndFunction
; Called by the magic effect (_00E_Game_TalentCooldownSC)
Function RegisterCooldownMagicEffect(_00E_Game_TalentCooldownSC newCooldownMagicEffect)
CooldownMagicEffect = newCooldownMagicEffect
EndFunction
Function RefreshCooldownSpell()
; The order of operation below is probably the most race-condition-safe one (see the comment in OnUpdate)
RegisterForSingleUpdate(2)
RemoveSpell(_00E_Game_AbTalentCooldown)
_00E_Game_TalentControl_CooldownResetDesired.SetValue(1)
CooldownMagicEffect = None
EndFunction
Function SetTalentRecoveryTime(Shout talent, Float newRecoveryTime)
If CooldownMagicEffect
CooldownMagicEffect.SetShoutRecoveryTime(talent, newRecoveryTime)
Else
SetVoiceRecoveryTime(newRecoveryTime)
EndIf
EndFunction
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnInit()
If self == PlayerREF
GoToState("RealPlayer")
RegisterForActions()
EndIf
EndEvent
Event OnPlayerLoadGame()
If self == PlayerREF ; A check just in case. Most likely this condition is always True
RegisterForActions()
EndIf
EndEvent
State RealPlayer
Event OnUpdate()
; This OnUpdate is triggered by RegisterForUpdates in other scripts attached to the player, e.g. in _00E_EPUpdateFunctions.
; So we must be cautious here.
If (CooldownMagicEffect == None && _00E_Game_TalentControl_CooldownResetDesired.GetValue() != 0)
_00E_Game_TalentControl_CooldownResetDesired.SetValue(0)
AddSpell(_00E_Game_AbTalentCooldown, False)
EndIf
EndEvent
Event OnCellLoad()
RegisterForActions()
EndEvent
Event OnActorAction(int actionType, Actor akActor, Form source, int slot)
Shout shoutUsed = source as Shout
if(!shoutUsed)
return
EndIf
If actionType == 3
LastShoutUsed = shoutUsed
EndIf
If shoutUsed == _00E_A1_Onslaught
If ActionType == 4
_00E_A1_OnslaughtCloakSP.Cast(self, self)
;How was this suppsosed to work?
;ElseIf ActionType == 3
; _00E_A1_Tutorial_Onslaught.ShowAsHelpMessage("Onslaught", 5, 1, 1)
EndIf
EndIf
EndEvent
Event OnSpellCast(Form maybeSpell)
If(!LastShoutUsed)
return
EndIf
Spell castSpell = maybeSpell as Spell
If castSpell
If (castSpell == LastShoutUsed.GetNthSpell(0) || castSpell == LastShoutUsed.GetNthSpell(1) || castSpell == LastShoutUsed.GetNthSpell(2))
LastShoutUsed = None
CooldownMagicEffect.OnShoutCast()
EndIf
EndIf
EndEvent
EndState
;=====================================================================================
; PROPERTIES
;=====================================================================================
Actor Property PlayerREF Auto
;Message Property _00E_A1_Tutorial_Onslaught Auto
Spell Property _00E_A1_OnslaughtCloakSP Auto
Spell Property _00E_Game_AbTalentCooldown Auto
GlobalVariable Property _00E_Game_TalentControl_CooldownResetDesired Auto
Shout Property _00E_A1_Onslaught Auto
_00E_Game_TalentCooldownSC CooldownMagicEffect = None
Shout LastShoutUsed = None