188 lines
4.6 KiB
Plaintext
188 lines
4.6 KiB
Plaintext
Scriptname _00E_Game_TalentCooldownSC extends ActiveMagicEffect
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{Script that controls the individual cooldown of talents, rather than have all of them trigger a global cooldown.}
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Sound Property UISkillsFocus auto
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_00E_Game_TalentControlSC Player
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Shout[] CooldownShouts
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Float[] CooldownTimes
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Shout CurrentShout
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Bool ShoutIsCoolingDown
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Bool ShoutEquipLocked = False
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Float LastTimeElapsed
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Float Property IdleUpdatePeriod = 30.0 AutoReadOnly
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnEffectStart(Actor akTarget, Actor akCaster)
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LockEquipUpdates()
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CooldownShouts = New Shout[128]
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CooldownTimes = New Float[128]
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LastTimeElapsed = 0.0
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Player = Game.GetPlayer() as _00E_Game_TalentControlSC
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CurrentShout = Player.GetEquippedShout()
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UnlockEquipUpdates()
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Player.RegisterCooldownMagicEffect(self)
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EndEvent
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Event OnUpdate()
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If Player.GetVoiceRecoveryTime() <= 0.0 && ShoutIsCoolingDown && (ShoutEquipLocked == False)
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ShoutIsCoolingDown = False
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UISkillsFocus.Play(Player)
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EndIf
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; Protection against the GetTimeElapsed timer getting stuck
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Float curTimeElapsed = GetTimeElapsed()
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If LastTimeElapsed == curTimeElapsed
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Player.RefreshCooldownSpell()
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Else
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LastTimeElapsed = curTimeElapsed
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RegisterNextUpdate(ResetLastTimeElapsed = False)
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EndIf
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EndEvent
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Event OnObjectEquipped(Form equippedObject, ObjectReference reference)
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; Is it a shout being equipped?
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Shout equippedShout = equippedObject as Shout
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If !equippedShout
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Return
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EndIf
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LockEquipUpdates()
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; Save the old shout's cooldown
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If CurrentShout
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SaveShoutRecoveryTime(CurrentShout, Player.GetVoiceRecoveryTime())
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EndIf
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; Restore the newly equipped shout's cooldown
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; Due to the Waits and stuff above, it's better to get the equipped shout again.
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equippedShout = Player.GetEquippedShout()
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If equippedShout && equippedShout != CurrentShout
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CurrentShout = equippedShout
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Float recoveryTime = 0.0
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Int Index = FindShoutIndex(equippedShout)
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If Index >= 0
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recoveryTime = CooldownTimes[Index] - GetTimeElapsed()
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If recoveryTime < 0.0
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recoveryTime = 0.0
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EndIf
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EndIf
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Player.SetVoiceRecoveryTime(recoveryTime)
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EndIf
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UnlockEquipUpdates()
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EndEvent
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function LockEquipUpdates()
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While ShoutEquipLocked
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Utility.WaitMenuMode(0.1)
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EndWhile
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ShoutEquipLocked = True
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EndFunction
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Function UnlockEquipUpdates()
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RegisterNextUpdate()
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ShoutEquipLocked = False
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EndFunction
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Int Function FindShoutIndex(Shout s)
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Int Index = 0
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Int nShouts = CooldownShouts.Length
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While Index < nShouts && CooldownShouts[Index]
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If CooldownShouts[Index] == s
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Return Index
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Else
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Index += 1
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EndIf
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EndWhile
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Return -1
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EndFunction
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Int Function FindShoutOrNoneIndex(Shout s)
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Int Index = 0
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Int nShouts = CooldownShouts.Length
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While Index < nShouts && CooldownShouts[Index] != s && CooldownShouts[Index]
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Index += 1
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EndWhile
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If Index >= nShouts
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Debug.Notification("_00E_Game_TalentCooldownSC has run out of free shout slots")
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Return -1
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EndIf
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Return Index
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EndFunction
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Function SaveShoutRecoveryTime(Shout targetShout, Float recoveryTime)
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Int Index
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If recoveryTime > 0.0
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Index = FindShoutOrNoneIndex(targetShout)
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If Index >= 0
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CooldownShouts[Index] = targetShout ; In case it's None
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CooldownTimes[Index] = recoveryTime + GetTimeElapsed()
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EndIf
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Else ; recoveryTime < 0.0
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Index = FindShoutIndex(targetShout)
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If Index >= 0
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CooldownTimes[Index] = 0
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EndIf
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EndIf
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EndFunction
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Function RegisterNextUpdate(Bool ResetLastTimeElapsed = True)
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If ResetLastTimeElapsed
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LastTimeElapsed = -1
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EndIf
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Float recoveryTime = Player.GetVoiceRecoveryTime()
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ShoutIsCoolingDown = (recoveryTime > 0.0)
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If recoveryTime > 0.0 && recoveryTime < IdleUpdatePeriod
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RegisterForSingleUpdate(recoveryTime)
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Else
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RegisterForSingleUpdate(IdleUpdatePeriod)
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EndIf
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EndFunction
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; Called from _00E_Game_TalentCooldownSC
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Function OnShoutCast()
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RegisterNextUpdate()
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EndFunction
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Function SetShoutRecoveryTime(Shout targetShout, Float newRecoveryTime)
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If !targetShout
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Debug.Trace("_00E_Game_TalentCooldownSC: SetShoutRecoveryTime got empty targetShout")
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Return
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EndIf
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LockEquipUpdates()
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If CurrentShout == targetShout
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Player.SetVoiceRecoveryTime(newRecoveryTime)
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Else
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SaveShoutRecoveryTime(targetShout, newRecoveryTime)
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EndIf
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UnlockEquipUpdates()
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EndFunction
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