Eddoursul
c962d74861
- Fixed the explanation scene getting stuck if Tealor is not on his marker. - Fixed Papyrus out-of-bounds errors due to non-matching count of keepers and quest aliases. - Fixed the apothecary missing during interrogation because he, well, went home. - Fixed additional spectators never arriving to Tealor's speech. - Fixed CTD while talking to Tealor in his chamber. - A few more minor tweaks.
799 lines
24 KiB
Plaintext
799 lines
24 KiB
Plaintext
Scriptname _00E_MQ14_Functions extends Quest Conditional
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Import _00E_QuestFunctions
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Import Utility
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnUpdateGameTime()
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SetToTen()
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EndEvent
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function MoveCompanion()
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if akCompanion.IsDisabled()
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akCompanion.Enable()
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EndIf
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if akInjuredCompanion.IsDisabled()
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akInjuredCompanion.Enable()
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EndIf
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akInjuredCompanion.MoveTo(MQ14_SC01_CompanionInjuredMarker)
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EndFunction
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Function SetUp()
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_00E_MC_JesparREF.BlockActivation(False)
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_00E_MC_CaliaREF.BlockActivation(False)
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SetObjectiveDisplayed(0)
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SetObjectiveDisplayed(5)
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SetObjectiveDisplayed(15)
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_00E_MQ14_SC02_GuardREF.MoveTo(MQ14_SC02_SuntempleChronikerMarker)
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_00E_MQ07a_ArcanistEnijaREF.MoveTo(MQ14_SC02_SuntempleChroniker02Marker)
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MQ14_SC02_FlavorScene.ForceStart()
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If MQ13c.akCompanionRomance
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Companion.ForceRefTo(MQ13c.akCompanionRomance)
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InjuredCompanion.ForceRefTo(MQ13c.akCompanionNoRomance)
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Else
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Companion.ForceRefTo(_00E_MC_CaliaREF)
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InjuredCompanion.ForceRefTo(_00E_MC_JesparREF)
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EndIf
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akCompanion = Companion.GetActorReference()
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akInjuredCompanion = InjuredCompanion.GetActorReference()
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akInjuredCompanion.BlockActivation(False)
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Debug.SendAnimationEvent(akInjuredCompanion, "IdleForceDefaultState")
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If akInjuredCompanion.GetActorBase() == _00E_MC_Calia
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akInjuredCompanion.SetOutfit(_00E_MC_Calia_SimpleClothingBarefeet)
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Else
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akInjuredCompanion.SetOutfit(MinerClothesOutfit01NoBoots)
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akCompanion.SetOutfit(_00E_MC_Calia_Outfit)
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EndIf
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RegisterForSingleUpdateGameTime(48)
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DaysPassedSinceSetUp = Utility.GetCurrentGameTime()
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Utility.Wait(3)
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SetObjectiveDisplayed(20)
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EndFunction
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bool Function ReminderFailsave()
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; Failsave to help out if the single-update event called in the
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; SetUp() function gets lost somehow. This is an ugly fix for
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; http://sureai.net:9898/projects/ERB/issues/ERB-92 .
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if Utility.GetCurrentGameTime() > DaysPassedSinceSetUp + 2
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if DaysPassedSinceSetUp >= 0
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; ensure that DaysPassedSinceSetUp has ever been set!
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SetToTen()
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Return true
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endif
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endif
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Return false
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EndFunction
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Function SetToTen()
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; They're done deciphering the star map.
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if PlayerREF.GetWorldspace() == SuntempleWorldspace
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SetStage(10)
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endif
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_00E_MQ14_Readyfor10.SetValue(1)
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SetObjectiveDisplayed(10)
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SetObjectiveCompleted(15)
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EndFunction
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Function FailCompanionQuestsIfNotCompleted()
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If CQJ06.IsRunning() && !CQJ06.IsCompleted()
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CQJ06.SetStage(30)
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ElseIf CQC06.IsRunning() && !CQC06.IsCompleted()
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CQC06.SetStage(30)
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EndIf
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CQJ06.Stop()
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CQC06.Stop()
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EndFunction
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Function PrepareForFinalMission()
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if akCompanion.IsDisabled()
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akCompanion.Enable()
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EndIf
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if akCompanion == _00E_MC_CaliaREF
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_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
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EndIf
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akCompanion.MoveTo(MQ14_SC03_CompanionREF)
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SetObjectiveDisplayed(20)
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EndFunction
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Function ShowPONRMessage()
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_00E_MQ14_PointOfNoReturnMessage.Show()
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; Failsave:
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FailCompanionQuestsIfNotCompleted()
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EndFunction
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Function SetUpFuneralScene()
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_00E_MQ14_SC01_TalginTorrentalREF.MoveTo(MQ14_SC01_TorrentalRef)
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MQ14_SC01_FuneralMarker.Enable()
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MQ14_SC01_Funeral.ForceStart()
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EndFunction
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Function DespawnFuneralScene()
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MQ14_SC01_FuneralMarker.Disable()
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EndFunction
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Function CompleteFuneralObjective()
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SetObjectiveCompleted(5)
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Levelsystem.GiveEP(250)
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EndFunction
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Function GiveEPForCompanion()
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Levelsystem.GiveEP(250)
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EndFunction
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Function LockUpEverything()
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FailCompanionQuestsIfNotCompleted()
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If !IsObjectiveCompleted(5)
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SetObjectiveFailed(5)
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EndIf
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If !FS_NQ01.IsCompleted() && _00E_FS_IsForgottenStoriesActivated.GetValueInt() == 1
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FS_NQ01.SetStage(200)
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EndIf
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SuntempleNakedNoviceREF.Disable()
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MQ07a_SC14_SigilStone.Disable()
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MQ07a_SC14_SigilstoneFX.Disable()
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MQ07a_SC14_SigilStoneLight2.Disable()
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SetObjectiveDisplayed(22)
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_00E_MC_NataraREF.Disable()
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_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
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Timescale.SetValue(0.01)
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_00E_SilenceLongTransitionHighPriority.Add()
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_00E_MQ11c_SilberhainRealWeather.SetActive(True)
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MQ14_SC01_SuntempleDoorREF.BlockActivation(True)
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_00E_TeleportGlobal.SetValueInt(1)
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MQ14_SC03_ArcanistREF.Disable()
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If _00E_MC_YuslanRef.IsDisabled()
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_00E_MC_YuslanRef.Enable()
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EndIf
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_00E_MC_YuslanRef.MoveTo(MQ14_SC03_YuslanMarker)
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_00E_MC_TealorREF.MoveTo(MQ14_SC03_YuslanMarker)
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MQ14_SC03_Explanation.ForceStart()
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EndFunction
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Function EnableBeacon()
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SetObjectiveCompleted(22)
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_00E_MC_LexREF.Disable()
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MQ14_SC04_NoviceREF.Enable()
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MQ14_SC04_NPCTrigger.Enable()
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If LeuchtfeuerSwitcher.IsDisabled()
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LeuchtfeuerSwitcher.Enable()
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EndIf
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MQ14_SC04_NoviceScene.ForceStart()
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EndFunction
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Function StartPosession()
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MQ14_SC04_NoviceREF.SetEyeTexture(_00E_MaleEyesPosessed)
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MQ14_SC04_ArcanistREF.SetEyeTexture(_00E_MaleEyesPosessed)
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MQ14_SC04_Keeper02REF.SetEyeTexture(_00E_MaleEyesPosessed)
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MQ14_SC04_Keeper01REF.SetEyeTexture(_00E_MaleEyesPosessed)
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MQ14_SC04_NoviceREF.GetActorBase().SetFaceMorph(3, 3)
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MQ14_SC04_Keeper01REF.GetActorBase().SetFaceMorph(3, 1)
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MQ14_SC04_Keeper02REF.GetActorBase().SetFaceMorph(3, 1)
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MQ14_SC04_ArcanistREF.GetActorBase().SetFaceMorph(3, 1)
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EndFunction
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Function SetGameTime()
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FadeToBlackIMOD.Apply()
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FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 3.0)
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Utility.Wait(3)
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Levelsystem.SkipTimeToHour(23)
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FadeToBlackBackIMOD.ApplyCrossFade(2)
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EndFunction
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Function AddCombatmusic()
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Levelsystem.RemoveSilence()
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_00E_SilenceLongTransitionHighPriority.Remove()
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_00E_Music_Combat_ShieldbrothersNoCond.Add()
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EndFunction
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Function NoviceExplode()
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If _00E_MC_LexREF.IsDisabled()
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_00E_MC_LexREF.Enable()
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EndIf
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MQ14_SC04_SmokeREF.Enable()
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MQ14_SC04_HighOnesOrb01.Enable()
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MQ14_SC04_HighOnesOrb02.Enable()
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_00E_MC_LexREF.AddToFaction(PlayerAlliesFaction)
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Game.ShakeCamera()
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MQ14_SC04_BarrierREF.Enable()
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_00E_Ability_StaggerSelfSpell.Cast(PlayerREF, PlayerREF)
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MQ14_SC04_HighOnesOrb01.PlayAnimation("PlayAnim02")
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MQ14_SC04_HighOnesOrb02.PlayAnimation("PlayAnim02")
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MQ14_SC04_NoviceREF.PlaceAtMe(ExplosionIllusionMassiveDark01)
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MQ14_SC04_NoviceREF.PlaceAtMe(ExplosionIllusionDark01)
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ObjectReference KillMarkerNovice = MQ14_SC04_NoviceREF.PlaceAtMe(XMarker)
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KillMarkerNovice.MoveTo(MQ14_SC04_NoviceREF, 0.0, 0.0, 200)
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Actor NoviceSkeleton = KillMarkerNovice.PlaceActorAtMe(_00E_MQ12b_Skeleton)
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NoviceSkeleton.Kill(NoviceSkeleton)
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MQ14_SC04_NoviceREF.SetCriticalStage(MQ14_SC04_NoviceREF.CritStage_DisintegrateStart)
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IllusionDarkMassiveImod.Apply()
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MQ14_SC04_NoviceREF.AttachAshPile(DefaultAshPileGhostBlack)
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MQ14_SC04_NoviceREF.SetAlpha (0.0,True)
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wait(3)
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_00E_MC_LexREF.MoveTo(MQ14_SC04_SpawnLexilMarker)
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AtronachUnsummonDeathFXS.Stop(MQ14_SC04_NoviceREF)
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MQ14_SC04_NoviceREF.SetCriticalStage(MQ14_SC04_NoviceREF.CritStage_DisintegrateEnd)
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MQ14_SC04_NoviceREF.Delete()
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StartCombatWithPlayer()
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SetObjectiveDisplayed(27)
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Game.RequestAutoSave()
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EndFunction
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Function DisableBarrier()
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SetObjectiveCompleted(27)
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MQ14_PosessedKeeperREF.Enable()
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_00E_SilenceLongTransitionHighPriority.Add()
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_00E_Music_Combat_ShieldbrothersNoCond.Remove()
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Game.RequestAutoSave()
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MQ14_SC04_BarrierREF.PlayAnimation("TransitionAnim")
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_00E_MC_LexREF.StopCombat()
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_00E_MC_LexREF.StopCombatAlarm()
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Utility.Wait(1.5)
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_00E_MC_LexREF.RestoreAV("Health", 300)
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_00E_MC_LexREF.ResetHealthAndLimbs()
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MQ14_SC04_BarrierREF.Disable()
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MQ14_SC04_HighOnesOrb01.PlayAnimation("playAnim01")
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MQ14_SC04_HighOnesOrb02.PlayAnimation("playAnim01")
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MQ14_SC04_HighOnesOrb02.Disable()
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MQ14_SC04_HighOnesOrb01.Disable()
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EndFunction
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Function StartCombatWithPlayer()
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; The following three if-clauses are failsaves to ensure that the
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; three enemies are inside the barrier. I have never seen this
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; fail ingame, so this may be a moot issue.
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if MQ14_SC04_Keeper02REF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200
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MQ14_SC04_Keeper02REF.MoveTo(MQ14_SC04_SuntempleBeaconREF)
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endif
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if MQ14_SC04_Keeper01REF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200
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MQ14_SC04_Keeper01REF.MoveTo(MQ14_SC04_SuntempleBeaconREF)
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endif
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if MQ14_SC04_ArcanistREF.GetDistance(MQ14_SC04_SuntempleBeaconREF) > 1200
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MQ14_SC04_ArcanistREF.MoveTo(MQ14_SC04_SuntempleBeaconREF)
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endif
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MQ14_SC04_Keeper02REF.AddToFaction(PlayerEnemyFaction)
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MQ14_SC04_Keeper01REF.AddToFaction(PlayerEnemyFaction)
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MQ14_SC04_ArcanistREF.AddToFaction(PlayerEnemyFaction)
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MQ14_SC04_Keeper01REF.SetActorValue("Aggression", 2)
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MQ14_SC04_Keeper02REF.SetActorValue("Aggression", 2)
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MQ14_SC04_ArcanistREF.SetActorValue("Aggression", 2)
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MQ14_SC04_ArcanistREF.SetGhost(False)
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MQ14_SC04_Keeper02REF.SetGhost(False)
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MQ14_SC04_Keeper01REF.SetGhost(False)
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MQ14_SC04_ArcanistREF.StartCombat(PlayerREF)
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MQ14_SC04_Keeper02REF.StartCombat(PlayerREF)
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MQ14_SC04_Keeper01REF.StartCombat(PlayerREF)
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_00E_MC_LexREF.StartCombat(MQ14_SC04_Keeper01REF)
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If PhasmalistControlQuest.IsApparitionSpawned()
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PhasmalistControlQuest.TeleportApparitionToPlayer()
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Actor akApparition = PhasmalistControlQuest.GetApparitionRef()
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If akApparition
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_00E_QuestFunctions.WaitForReferenceToLoad(akApparition)
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akApparition.StartCombat(MQ14_SC04_Keeper01REF)
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EndIf
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EndIf
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SetObjectiveCompleted(25)
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EndFunction
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Function EnableWar()
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MQ14_SC05_PropSwitcher.Enable()
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EndFunction
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Function MoveTealor()
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MQ14_SC04_NPCTrigger.Disable()
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MQ14_SC04_CollisionBox.Disable()
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ImageSpaceModifier.RemoveCrossFade()
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if _00E_MC_TealorREF.IsDisabled()
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_00E_MC_TealorREF.Enable()
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EndIf
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_00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
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MQ14_SC05_Tealor.ForceStart()
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EndFunction
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Function MoveTealorToLex()
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_00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
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Utility.Wait(1)
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_00E_MC_TealorREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
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EndFunction
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Function StartSC06()
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MQ14_SC06_Interrogation.ForceStart()
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EndFunction
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Function MoveLeora()
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if _00E_MC_LeoraREF.IsDisabled()
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_00E_MC_LeoraREF.Enable()
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EndIf
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_00E_MC_LeoraREF.EquipItem(Torch01, true, false)
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_00E_MC_LeoraREF.MoveTo(MQ14_SC05_SpawnTealorMarker)
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EndFunction
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Function FillTraitorScene()
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MQ14_SC06_TraitorRef.Enable()
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akCompanion.MoveTo(MQ14_SC06_CompanionMarker)
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_00E_MC_YuslanREF.MoveTo(MQ14_SC06_CompanionMarker001)
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; _00E_MQ14_SC04_RemoveNPCsFromBeaconSC makes a mess in SC08_SpectatorNPCArray, better clear it
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int iIndex = SC08_SpectatorNPCArray.Length - 1
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While iIndex >= 0
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SC08_SpectatorNPCArray[iIndex].Clear()
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iIndex -= 1
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Endwhile
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iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1
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While iIndex >= 0
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Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
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if Utility.RandomInt(0, 1) >= 0.5
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MQ14_SC06_ArkanistFormlist.AddForm(akCurrentActor)
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;akCurrentActor.GetActorBase().SetName(MQ14_SC04_ArcanistREF.GetActorBase().GetName())
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akCurrentActor.SetOutfit(_25E_HolyOrder_ArcanistOutfitNoHood)
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EndIf
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akCurrentActor.UnequipItem(Torch01, true, false)
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akCurrentActor.RemoveItem(Torch01, 99)
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akCurrentActor.MoveTo(MQ14_SC06_StandMarkerFormlist.GetAt(iIndex) as ObjectReference)
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_00E_QuestFunctions.WaitForReferenceToLoad(akCurrentActor as ObjectReference)
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Debug.SendAnimationEvent(akCurrentActor, "IdleStop_Loose")
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SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
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akCurrentActor.SetLookAt(MQ14_SC06_TraitorRef)
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iIndex -= 1
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Endwhile
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; SE: Moved teleporting MQ14_SC06_FlammentrunkREF to the beginning of his scene package, he goes home if teleported at this point
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_00E_QuestFunctions.WaitForReferenceToLoad(MQ14_SC06_TraitorRef as ObjectReference)
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_00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef)
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EndFunction
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Function PlayBloodShader()
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_00E_BloodyFXShader.Play(MQ14_SC06_TraitorRef)
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EndFunction
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Function FadeToBlackTraitor()
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FadeToBlackHoldIMOD.ApplyCrossFade(afFadeDuration = 3.0)
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Utility.Wait(3)
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MQ14_SC06_TraitorRef.MoveTo(MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003)
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MQ14_SC07_KurariumGuard.Enable()
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MQ14_SC06_FlammentrunkREF.MoveToMyEditorLocation()
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_00E_MC_LexREF.MoveTo(MQ14_SC06_SpectatorMarker009)
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int iIndex = MQ14_SC06_AvoidNPCFormlist.GetSize() - 1
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While iIndex >= 0
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(MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor).SetLookAt(_00E_MC_TealorREF)
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iIndex -= 1
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Endwhile
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FadeToBlackBackIMOD.ApplyCrossFade(afFadeDuration = 3.0)
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Utility.Wait(1)
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MQ14_SC07_Planning.ForceStart()
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EndFunction
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Function AddMusic()
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_00E_Music_Special_MQ06_Consecration.Add()
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EndFunction
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Function StartSC08()
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SetObjectiveDisplayed(35)
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MQ14_SC08_LastSpeech.ForceStart()
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int iIndex = 0
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While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
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Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
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akCurrentActor.UnequipItem(Torch01, true, false)
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akCurrentActor.RemoveItem(Torch01)
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SC06_AvoidNPCArray[iIndex].ForceRefTo(akCurrentActor)
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Debug.SendAnimationEvent(akCurrentActor, "returnToDefault")
|
|
akCurrentActor.SetLookAt(_00E_MC_TealorREF)
|
|
akCurrentActor.EvaluatePackage()
|
|
iIndex += 1
|
|
|
|
Endwhile
|
|
|
|
iIndex = MQ14_SC08_SpectatorFormlist.GetSize() - 1
|
|
|
|
While iIndex >= 0
|
|
|
|
Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
|
|
akCurrentActor.UnequipItem(Torch01, true, false)
|
|
akCurrentActor.RemoveItem(Torch01)
|
|
SC08_SpectatorNPCArray[iIndex].ForceRefTo(akCurrentActor)
|
|
|
|
; SE: Spectators never reach the speech location through doors in time, so we teleport them to doors, and they go by foot from there
|
|
if akCurrentActor.GetWorldspace() != SuntempleWorldspace
|
|
if Utility.RandomInt(0, 1) >= 0.5
|
|
akCurrentActor.MoveTo(SunTempleEmporiumFrontDoorREF)
|
|
else
|
|
akCurrentActor.MoveTo(SunTempleQuartersDoorREF)
|
|
EndIf
|
|
Utility.wait(2.0)
|
|
akCurrentActor.ResetAI()
|
|
endif
|
|
|
|
akCurrentActor.SetLookAt(_00E_MC_TealorREF)
|
|
|
|
iIndex -= 1
|
|
|
|
Endwhile
|
|
|
|
EndFunction
|
|
|
|
Function FillSpectator(Actor akActor)
|
|
|
|
int iForceIndex
|
|
|
|
bool bFilled
|
|
|
|
while !bFilled && iForceIndex < 12
|
|
if !SC08_SpectatorNPCArray[iForceIndex].ForceRefIfEmpty(akActor)
|
|
iForceIndex += 1
|
|
else
|
|
bFilled = True
|
|
endif
|
|
endwhile
|
|
|
|
EndFunction
|
|
|
|
Function MoveTealorFailsave()
|
|
|
|
_00E_MC_TealorREF.MoveTo(MQ14_SC08_TealorIdle)
|
|
|
|
EndFunction
|
|
|
|
Function MoveTealorToEmporium()
|
|
|
|
_00E_MC_TealorREF.MoveTo(MQ14_SC07_TealorMoveToREF)
|
|
|
|
EndFunction
|
|
|
|
Function PlayApplauseAndCheer()
|
|
|
|
_00E_Crowd_MQ14CheerM.Play(MQ14_SC08_SpectatorMarker004)
|
|
|
|
int iIndex = 0
|
|
|
|
While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
|
|
|
|
Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
|
|
akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
|
|
iIndex += 1
|
|
|
|
Endwhile
|
|
|
|
iIndex = 0
|
|
|
|
While iIndex < MQ14_SC08_SpectatorFormlist.GetSize()
|
|
|
|
Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
|
|
akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
|
|
iIndex += 1
|
|
|
|
Endwhile
|
|
|
|
Utility.Wait(4)
|
|
|
|
While iIndex < MQ14_SC06_AvoidNPCFormlist.GetSize()
|
|
|
|
Actor akCurrentActor = MQ14_SC06_AvoidNPCFormlist.GetAt(iIndex) as Actor
|
|
akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
|
|
iIndex += 1
|
|
|
|
Endwhile
|
|
|
|
iIndex = 0
|
|
|
|
While iIndex < MQ14_SC08_SpectatorFormlist.GetSize()
|
|
|
|
Actor akCurrentActor = MQ14_SC08_SpectatorFormlist.GetAt(iIndex) as Actor
|
|
akCurrentActor.PlayIdle(IdleCheerArray[Utility.RandomInt(0,5)])
|
|
iIndex += 1
|
|
|
|
Endwhile
|
|
|
|
Utility.Wait(5)
|
|
|
|
SetObjectiveCompleted(35)
|
|
SetObjectiveDisplayed(40)
|
|
SetStage(67)
|
|
|
|
MQ14_SC09_Tealor.ForceStart()
|
|
|
|
iIndex = SC06_AvoidNPCArray.Length - 1
|
|
|
|
While iIndex >= 0
|
|
|
|
SC06_AvoidNPCArray[iIndex].Clear()
|
|
iIndex -= 1
|
|
|
|
Endwhile
|
|
|
|
iIndex = SC08_SpectatorNPCArray.Length - 1
|
|
|
|
While iIndex >= 0
|
|
|
|
SC08_SpectatorNPCArray[iIndex].Clear()
|
|
iIndex -= 1
|
|
|
|
Endwhile
|
|
|
|
EndFunction
|
|
|
|
Function FinishQuest()
|
|
|
|
CompleteAllObjectives()
|
|
_00E_Music_Special_MQ06_Consecration.Remove()
|
|
MQ07b_NuminosREF.Disable()
|
|
Levelsystem.GiveEP(__Config_iRewardEXP)
|
|
Levelsystem.RemoveSilence()
|
|
Levelsystem.RemoveCombatSoundtracks()
|
|
|
|
if akCompanion == _00E_MC_CaliaREF
|
|
_00E_MC_CaliaREF.SetOutfit(_00E_MC_Calia_Outfit)
|
|
Else
|
|
_00E_MC_JesparREF.SetOutfit(_00E_MC_JesparOutfit)
|
|
EndIf
|
|
|
|
MQ15.SetStage(5)
|
|
|
|
EndFunction
|
|
|
|
;=====================================================================================
|
|
; PROPERTIES
|
|
;=====================================================================================
|
|
|
|
; MUSIC WIEDER REMOVEN!
|
|
|
|
int Property __Config_iRewardEXP = 1000 Auto
|
|
|
|
bool Property bSaidGoodbyeToCompanion Auto Conditional Hidden
|
|
|
|
float DaysPassedSinceSetUp = -5.000
|
|
|
|
_00E_MQ13c_Functions Property MQ13c Auto
|
|
_00E_QuestFunctions Property Levelsystem Auto
|
|
_FS_Phasmalist_ControlQuest Property PhasmalistControlQuest auto
|
|
|
|
Activator Property DefaultAshPileGhostBlack Auto
|
|
|
|
ReferenceAlias Property Companion Auto
|
|
ReferenceAlias Property InjuredCompanion Auto
|
|
|
|
ReferenceAlias[] Property SC06_AvoidNPCArray Auto
|
|
ReferenceAlias[] Property SC08_SpectatorNPCArray Auto
|
|
|
|
ImageSpaceModifier Property IllusionDarkMassiveImod Auto
|
|
ImageSpaceModifier Property FadeToBlackIMOD Auto
|
|
ImageSpaceModifier Property FadeToBlackBackIMOD Auto
|
|
ImageSpaceModifier Property FadeToBlackHoldIMOD Auto
|
|
|
|
Message Property _00E_MQ14_PointOfNoReturnMessage Auto
|
|
|
|
Faction Property PlayerAlliesFaction Auto
|
|
Faction Property PlayerEnemyFaction Auto
|
|
|
|
Sound Property _00E_Crowd_MQ14CheerM Auto
|
|
|
|
Actor Property _00E_MQ14_SC01_TalginTorrentalREF Auto
|
|
Actor Property _00E_MQ07a_ArcanistEnijaREF Auto
|
|
Actor Property _00E_MQ14_SC02_GuardREF Auto
|
|
Actor Property PlayerREF Auto
|
|
Actor Property MQ14_SC04_NoviceREF Auto
|
|
Actor Property MQ14_SC04_ArcanistREF Auto
|
|
Actor Property MQ14_SC04_Keeper01REF Auto
|
|
Actor Property MQ14_SC04_Keeper02REF Auto
|
|
Actor Property _00E_MC_LexREF Auto
|
|
Actor Property _00E_MC_TealorREF Auto
|
|
Actor Property _00E_MC_YuslanREF Auto
|
|
Actor Property _00E_MC_LeoraREF Auto
|
|
Actor Property MQ14_SC06_TraitorRef Auto
|
|
Actor Property _00E_MC_NataraREF Auto
|
|
Actor Property akCompanion Auto Hidden
|
|
Actor Property akInjuredCompanion Auto Hidden
|
|
Actor Property _00E_MC_JesparREF Auto
|
|
Actor Property _00E_MC_CaliaREF Auto
|
|
Actor Property MQ14_SC03_ArcanistREF Auto
|
|
Actor Property MQ14_SC06_FlammentrunkREF Auto
|
|
Actor Property MQ14_SC07_KurariumGuard Auto
|
|
|
|
Explosion Property ExplosionIllusionDark01 Auto
|
|
Explosion Property ExplosionIllusionMassiveDark01 Auto
|
|
|
|
TextureSet Property _00E_MaleEyesPosessed Auto
|
|
|
|
ActorBase Property _00E_MQ12b_Skeleton Auto
|
|
ActorBase Property _00E_MC_Calia Auto
|
|
|
|
Light Property Torch01 Auto
|
|
|
|
MusicType Property _00E_SilenceLongTransitionHighPriority Auto
|
|
MusicType Property _00E_Music_Combat_ShieldbrothersNoCond Auto
|
|
MusicType Property _00E_Music_Special_MQ06_Consecration Auto
|
|
|
|
EffectShader Property AtronachUnsummonDeathFXS Auto
|
|
EffectShader Property _00E_BloodyFXShader Auto
|
|
|
|
GlobalVariable Property _00E_TeleportGlobal Auto
|
|
GlobalVariable Property Timescale Auto
|
|
GlobalVariable Property _00E_MQ14_Readyfor10 Auto
|
|
GlobalVariable Property _00E_FS_IsForgottenStoriesActivated Auto
|
|
|
|
Outfit Property _00E_MC_Calia_SimpleClothingBarefeet Auto
|
|
Outfit Property MinerClothesOutfit01NoBoots Auto
|
|
Outfit Property _25E_HolyOrder_ArcanistOutfitNoHood Auto
|
|
Outfit Property _00E_MC_Calia_Outfit Auto
|
|
Outfit Property _00E_MC_JesparOutfit Auto
|
|
|
|
Spell Property _00E_Ability_StaggerSelfSpell Auto
|
|
|
|
Quest Property MQ15 Auto
|
|
Quest Property CQJ06 Auto
|
|
Quest Property CQC06 Auto
|
|
Quest Property FS_NQ01 Auto
|
|
|
|
Static Property XMarker Auto
|
|
|
|
Weather Property _00E_MQ11c_SilberhainRealWeather Auto
|
|
|
|
Formlist Property MQ14_SC06_AvoidNPCFormlist Auto
|
|
Formlist Property MQ14_SC06_ArkanistFormlist Auto
|
|
Formlist Property MQ14_SC06_StandMarkerFormlist Auto
|
|
Formlist Property MQ14_SC08_SpectatorFormlist Auto
|
|
|
|
Idle[] Property IdleCheerArray Auto
|
|
|
|
ObjectReference Property MQ14_SC01_FuneralMarker Auto
|
|
ObjectReference Property MQ14_SC02_SuntempleChronikerMarker Auto
|
|
ObjectReference Property MQ14_SC02_SuntempleChroniker02Marker Auto
|
|
ObjectReference Property MQ14_SC03_CompanionREF Auto
|
|
ObjectReference Property MQ14_SC01_SuntempleDoorREF Auto
|
|
ObjectReference Property LeuchtfeuerSwitcher Auto
|
|
ObjectReference Property MQ14_SC04_SpawnLexilMarker Auto
|
|
ObjectReference Property MQ14_SC04_SuntempleBeaconREF Auto
|
|
ObjectReference Property MQ14_SC04_BarrierREF Auto
|
|
ObjectReference Property MQ14_SC04_NPCTrigger Auto
|
|
ObjectReference Property MQ14_SC05_PropSwitcher Auto
|
|
ObjectReference Property MQ14_SC05_SpawnTealorMarker Auto
|
|
ObjectReference Property MQ14_SC06_TraitorMarker Auto
|
|
ObjectReference Property MQ14_SC06_CompanionMarker Auto
|
|
ObjectReference Property MQ06_SC2_CaliaPortToMarkerSceneDUPLICATE003 Auto
|
|
ObjectReference Property MQ14_SC08_SpectatorMarker004 Auto
|
|
ObjectReference Property MQ14_SC01_CompanionInjuredMarker Auto
|
|
ObjectReference Property MQ14_SC01_TorrentalRef Auto
|
|
ObjectReference Property MQ14_SC03_YuslanMarker Auto
|
|
ObjectReference Property MQ14_SC06_CompanionMarker001 Auto
|
|
ObjectReference Property MQ14_SC06_SpectatorMarker009 Auto
|
|
ObjectReference Property MQ14_SC04_HighOnesOrb02 Auto
|
|
ObjectReference Property MQ14_SC04_HighOnesOrb01 Auto
|
|
ObjectReference Property MQ14_SC04_SmokeREF Auto
|
|
ObjectReference Property MQ14_SC07_TealorMoveToREF Auto
|
|
ObjectReference Property MQ14_SC04_CollisionBox Auto
|
|
ObjectReference Property MQ07a_SC14_SigilStone Auto
|
|
ObjectReference Property MQ07a_SC14_SigilstoneFX Auto
|
|
ObjectReference Property MQ07a_SC14_SigilStoneLight2 Auto
|
|
ObjectReference Property MQ14_SC08_TealorIdle Auto
|
|
ObjectReference Property MQ07b_NuminosREF Auto
|
|
ObjectReference Property SuntempleNakedNoviceREF Auto
|
|
ObjectReference Property MQ14_PosessedKeeperREF Auto
|
|
|
|
Scene Property MQ14_SC01_Funeral Auto
|
|
Scene Property MQ14_SC02_FlavorScene Auto
|
|
Scene Property MQ14_SC03_Explanation Auto
|
|
Scene Property MQ14_SC04_NoviceScene Auto
|
|
Scene Property MQ14_SC05_Tealor Auto
|
|
Scene Property MQ14_SC06_Interrogation Auto
|
|
Scene Property MQ14_SC07_Planning Auto
|
|
Scene Property MQ14_SC08_LastSpeech Auto
|
|
Scene Property MQ14_SC09_Tealor Auto
|
|
|
|
Worldspace Property SuntempleWorldspace Auto
|
|
ObjectReference Property SunTempleEmporiumFrontDoorREF Auto
|
|
|
|
ObjectReference Property SunTempleQuartersDoorREF Auto
|