397 lines
11 KiB
Plaintext
397 lines
11 KiB
Plaintext
Scriptname _00E_ContainerController extends ReferenceAlias Hidden
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; This script sets up the sleight of hand loot of a chest upon activating it
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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event OnInit()
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RegisterForMenu("ContainerMenu")
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RegisterForMenu("LootMenu")
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PlayerREF.AddPerk(_00E_LockpickingReqPerk)
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endevent
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event OnPlayerLoadGame()
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lastContainer = None
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bLmHasGold = false
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bLmHasSlot = false
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RegisterForMenu("ContainerMenu")
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RegisterForMenu("LootMenu")
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if ! PlayerREF.HasPerk(_00E_LockpickingReqPerk)
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PlayerREF.AddPerk(_00E_LockpickingReqPerk)
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endif
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endevent
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event OnUpdate()
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ObjectReference currentContainer = lastContainer
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lastContainer = None
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if ! currentContainer
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return
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endif
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if UI.IsMenuOpen("LootMenu") && currentContainer == Game.GetCurrentCrosshairRef()
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if bLmHasGold
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IncrementGold(currentContainer)
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endif
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if bLmHasSlot
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OpenHiddenSlot(currentContainer, true)
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endif
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endif
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endevent
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event OnMenuOpen(String MenuName)
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if MenuName == "LootMenu"
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; Even when QuickLoot RE does not show up, it still sends open and close menu events
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; To determine if QuickLoot is open, we check it 0.1 seconds later
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lastContainer = None
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UnregisterForUpdate()
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ObjectReference lootMenuRef = Game.GetCurrentCrosshairRef()
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if ! lootMenuRef
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return
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endif
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if ! ( lootMenuRef.GetBaseObject() as Container ) || lootMenuRef.IsLocked() || lootMenuRef.IsActivationBlocked() || lootMenuRef.GetActorOwner() == Player
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return
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endif
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bLmHasGold = lootMenuRef.GetItemCount(Gold001) >= 5
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bLmHasSlot = false
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if bLmHasGold || _00E_ChestsWithHiddenSlots.HasForm(lootMenuRef.GetBaseObject())
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if ! bLmHasGold
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bLmHasSlot = true
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endif
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if ! IsProcessed(lootMenuRef)
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lastContainer = lootMenuRef
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; Clears previous request automatically
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RegisterForSingleUpdate(0.1)
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endif
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endif
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return
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endif
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if MenuName == "ContainerMenu"
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ObjectReference currentContainer = EnderalFunctions.GetCurrentContainer()
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if ! currentContainer || currentContainer as Actor || currentContainer.GetActorOwner() == Player || currentContainer.GetParentCell() != PlayerREF.GetParentCell()
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return
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endif
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if currentContainer == containerToFill
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; Opened hidden container
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Utility.Wait(0.1)
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; Move unclaimed items to the original container
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containerToFill.RemoveAllItems(lastContainer, true, true)
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lastContainer = None
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containerToFill = None
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return
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endif
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bool bDoGold = currentContainer.GetItemCount(Gold001) >= 5
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bool bDoSlot = _00E_ChestsWithHiddenSlots.HasForm(currentContainer.GetBaseObject())
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if ! bDoGold && ! bDoSlot
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return
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endif
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if IsProcessed(currentContainer)
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return
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endif
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if bDoGold
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IncrementGold(currentContainer)
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endif
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if bDoSlot
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OpenHiddenSlot(currentContainer)
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endif
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endif
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endevent
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event OnMenuClose(String MenuName)
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if MenuName == "LootMenu"
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UnregisterForUpdate()
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lastContainer = None
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bLmHasGold = false
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bLmHasSlot = false
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endif
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endevent
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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bool function IsProcessed(ObjectReference targetContainer)
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if targetContainer.GetItemCount(_00E_HiddenSlotChecked)
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return true
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endif
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targetContainer.AddItem(_00E_HiddenSlotChecked, 1, true)
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return false
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endfunction
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Function IncrementGold(ObjectReference targetContainer)
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int iGoldMultiplicator = _00E_GoldMult.GetValue() as int
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if iGoldMultiplicator <= 0
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iGoldMultiplicator = 5
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endif
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float fIncrementPercentage = ( PlayerREF.GetActorValue("Lockpicking") / iGoldMultiplicator ) / 100
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int iGoldBuffAmount = ( targetContainer.GetItemCount(Gold001) * fIncrementPercentage ) as Int
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if iGoldBuffAmount <= 0
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return
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endif
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targetContainer.AddItem(Gold001, iGoldBuffAmount)
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if iGoldBuffAmount > 1
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_00E_FS_LockpickingGoldBuffMSG.Show(iGoldBuffAmount as Int)
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EndIf
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EndFunction
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function OpenHiddenSlot(ObjectReference currentContainer, bool bLootMenu = false)
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if ! SetUpHiddenSlot(currentContainer)
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return
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endif
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UILockpickingCylinderTurnM.Play(PlayerREF)
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messageToShow.Show()
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if bLootMenu
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containerToFill.RemoveAllItems(currentContainer, true, true)
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else
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; Open hidden container after the original one closes
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Utility.Wait(0.1)
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If IsOwned(currentContainer)
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containerToFill.SetFactionOwner(SleightOfHandOwnerFaction)
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Else
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containerToFill.SetFactionOwner(none)
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Endif
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lastContainer = currentContainer
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containerToFill.Activate(PlayerREF, True)
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endif
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If containerToFill == _00E_FS_SleightOfHand_HiddenSlot_BigSlotREF
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_00E_EPHandler.GiveEP(_00E_BigHiddenSlotExpReward.GetValue() as int)
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If _00E_HiddenSlotAchievementUnlocked.GetValueInt() == 0
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UIEnchantingLearnEffectM.Play(PlayerREF)
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_00E_HiddenSlotAchievementUnlocked.SetValueInt(1)
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Steam.UnlockAchievement("END_HIDDEN_SLOT_01")
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EndIf
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EndIf
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endfunction
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bool function SetUpHiddenSlot(ObjectReference aContainer)
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if ! DoesContainerHaveHiddenSlot()
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return false
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EndIf
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messageToShow = GetSlotMessage()
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int iHiddenSlotTier = GetHiddenSlotTier()
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int iFormlistIndexOffset = 8*(iHiddenSlotTier - 1)
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int iFormlistIndex
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if messageToShow == _00E_FS_SleightOfHand_HiddenSlot_sSmallSlotFound
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containerToFill = _00E_FS_SleightOfHand_HiddenSlot_SmallSlotREF
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iFormlistIndex = Utility.RandomInt(0, 2) + iFormlistIndexOffset
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Elseif messageToShow == _00E_FS_SleightOfHand_HiddenSlot_sMediumSlotFound
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containerToFill = _00E_FS_SleightOfHand_HiddenSlot_MediumSlotREF
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iFormlistIndex = Utility.RandomInt(3, 5) + iFormlistIndexOffset
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Elseif messageToShow == _00E_FS_SleightOfHand_HiddenSlot_sBigSlotFound
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containerToFill = _00E_FS_SleightOfHand_HiddenSlot_BigSlotREF
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iFormlistIndex = Utility.RandomInt(6, 7) + iFormlistIndexOffset
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EndIf
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Formlist hiddenSlotFormlist = _00E_FS_HiddenSlotRewardFormlists.GetAt(iFormlistIndex) as Formlist
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AddItemsToContainer(hiddenSlotFormlist, iFormlistIndexOffset, iHiddenSlotTier)
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return true
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EndFunction
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Function AddItemsToContainer(Formlist itemsToAdd, int iFormlistIndexOffset, int iHiddenSlotTier)
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containerToFill.RemoveAllItems()
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if containerToFill == _00E_FS_SleightOfHand_HiddenSlot_BigSlotREF
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if ! itemsToAdd.HasForm(_00E_FS_SleightOfHand_HiddenSlotUsedMarker)
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itemsToAdd.AddForm(_00E_FS_SleightOfHand_HiddenSlotUsedMarker)
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Else
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int iFormlistIndex = Utility.RandomInt(3, 5) + iFormlistIndexOffset
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itemsToAdd = _00E_FS_HiddenSlotRewardFormlists.GetAt(iFormlistIndex) as Formlist
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messageToShow = _00E_FS_SleightOfHand_HiddenSlot_sMediumSlotFound
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EndIf
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EndIf
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int iIndex = itemsToAdd.GetSize() - 1
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while iIndex >= 0
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Form formToAdd = itemsToAdd.GetAt(iIndex)
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if formToAdd == Gold001
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containerToFill.AddItem(itemsToAdd.GetAt(iIndex), iHiddenSlotTier*5)
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Else
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containerToFill.AddItem(itemsToAdd.GetAt(iIndex), 1)
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EndIf
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iIndex -= 1
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endwhile
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EndFunction
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bool Function DoesContainerHaveHiddenSlot()
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float fHiddenSlotChance = Utility.RandomInt(0, 100)
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int iPlayerPickpocketSkill = PlayerREF.GetActorValue("Pickpocket") as Int
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; raised the divider from 2 to 2.5, maybe we should raise it even further
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; otherwise too much loot might be given away
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float fPlayerChance = iPlayerPickpocketSkill/2.5
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If fPlayerChance < 15
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fPlayerChance = 15
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EndIf
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return (fHiddenSlotChance <= fPlayerChance)
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EndFunction
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int Function GetHiddenSlotTier()
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int iPlayerLevel = PlayerLevel.GetValueInt()
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if iPlayerLevel >= iTierCap_1 && iPlayerLevel < iTierCap_2
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Return 1
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Elseif iPlayerLevel >= iTierCap_2 && iPlayerLevel < iTierCap_3
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Return 2
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Elseif iPlayerLevel >= iTierCap_3 && iPlayerLevel < iTierCap_4
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Return 3
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Elseif iPlayerLevel >= iTierCap_4 && iPlayerLevel < iTierCap_5
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Return 4
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Else
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Return 5
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EndIf
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EndFunction
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Message Function GetSlotMessage()
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; This calculates whether the hidden slot will be filled with a small, a regular, or a rare reward
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int iSlotSize = Utility.RandomInt(1, 100)
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if iSlotSize <= iBigSlotChance && PlayerREF.GetActorValue("Pickpocket") >= 75
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return _00E_FS_SleightOfHand_HiddenSlot_sBigSlotFound
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Elseif (iSlotSize > iBigSlotChance) && (iSlotSize <= (iMediumSlotChance + iBigSlotChance)) && PlayerREF.GetActorValue("Pickpocket") >= 50
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return _00E_FS_SleightOfHand_HiddenSlot_sMediumSlotFound
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Else
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return _00E_FS_SleightOfHand_HiddenSlot_sSmallSlotFound
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EndIf
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EndFunction
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bool Function IsOwned(ObjectReference aContainer)
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If aContainer.GetActorOwner()
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return true
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EndIf
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Cell ContainerParentCell = aContainer.GetParentCell()
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return ContainerParentCell.GetActorOwner() || ContainerParentCell.GetFactionOwner()
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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; These integers determine at which levels player can access the different tiers
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int iTierCap_1 = 0
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int iTierCap_2 = 15
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int iTierCap_3 = 25
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int iTierCap_4 = 35
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int iTierCap_5 = 45
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; These integers determine the likelihood of the different slot sizes
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int iSmallSlotChance = 50
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int iMediumSlotChance = 35
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int iBigSlotChance = 15
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; This formlist will be filled with the formlist containing the items that will actually be added into the container
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Message messageToShow
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ObjectReference lastContainer
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ObjectReference containerToFill
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bool bLmHasGold
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bool bLmHasSlot
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Actor Property PlayerRef Auto
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ActorBase Property Player Auto
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GlobalVariable Property PlayerLevel Auto
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GlobalVariable Property _00E_HiddenSlotAchievementUnlocked Auto
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GlobalVariable Property _00E_BigHiddenSlotExpReward Auto
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; Use this to control how much the lockpicking skill increments the gold found in chest. When changing, remember to change in _00E_LootContainer.psc as well!
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; Current calculation: Gold in chest*((Lockpicking/iGoldMultiplicator)/100)
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GlobalVariable Property _00E_GoldMult Auto
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; These REFs simply provide the containers that will be filled when finding a secret slot
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ObjectReference Property _00E_FS_SleightOfHand_HiddenSlot_SmallSlotREF Auto
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ObjectReference Property _00E_FS_SleightOfHand_HiddenSlot_MediumSlotREF Auto
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ObjectReference Property _00E_FS_SleightOfHand_HiddenSlot_BigSlotREF Auto
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MiscObject Property Gold001 Auto
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MiscObject Property _00E_FS_SleightOfHand_HiddenSlotUsedMarker Auto
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MiscObject Property _00E_HiddenSlotChecked Auto
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Sound Property UILockpickingCylinderTurnM Auto
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Sound Property UIEnchantingLearnEffectM Auto
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Message Property _00E_FS_SleightOfHand_HiddenSlot_sSmallSlotFound Auto
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Message Property _00E_FS_SleightOfHand_HiddenSlot_sMediumSlotFound Auto
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Message Property _00E_FS_SleightOfHand_HiddenSlot_sBigSlotFound Auto
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; This contains all formlists with items for the rewards.For every tier, there are nine different treasures to be found, three in small and medium category, two in big.
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FormList Property _00E_FS_HiddenSlotRewardFormlists Auto
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FormList Property _00E_ChestsWithHiddenSlots Auto
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Faction Property SleightOfHandOwnerFaction Auto
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Message Property _00E_FS_LockpickingGoldBuffMSG Auto
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Perk Property _00E_LockpickingReqPerk Auto
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