187 lines
7.6 KiB
Plaintext
187 lines
7.6 KiB
Plaintext
Scriptname _00E_NQ_Bounty01_BoardScript extends ObjectReference
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int function _GetScriptVersion() Global
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return 1
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endFunction
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; SCRIPT AUTHOR DENNIS MAY 2014
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; Script handles all the bounty board functions
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; Script is automated, use the quest NQ_Bounty01 to do the configuration
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; ====================================================================================
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; EVENTS
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; ====================================================================================
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Int iStage = 0
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Int iQuestDone = 0
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Event OnActivate (ObjectReference akActionRef)
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If ( akActionRef == game.GetPlayer() )
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Int iAvailableQuests = BountyScript._00E_NQ_Bounty01_Quest01_mb_FormList.GetSize()
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GotoState("TurnOffActivate")
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If ( iStage == 0 ) ;Do this once when board board is activated the first time
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NQ_Bounty01.Start()
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NQ_Bounty01.SetObjectiveDisplayed(iStage)
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Endif
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If ( BountyScript._00E_NQ_Bounty01_Status == 0) ;APPEARS WHEN YOU HAVE NO CURRENT BOUNTY MISSION
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M_one (_00E_NQ_Bounty_mainMenu_mb)
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elseif ( BountyScript._00E_NQ_Bounty01_Status == 10)
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_00E_NQ_Bounty_noMissions_mb.Show()
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return
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ElseIf ( BountyScript._00E_NQ_Bounty01_Status == 2) ;APPEARS WHEN TARGET IS KILLED - REWARD BLOCK
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NQ_Bounty01.SetObjectiveDisplayed(iStage, false) ;Hide Kill objective
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iStage += 5 ;Up QuestStage +5
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NQ_Bounty01.SetObjectiveCompleted(iStage) ;Complete previous objective = Collect your bounty
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BountyScript.GiveGold(BountyScript.__Config_MissionRewards[iQuestDone]) ;Give Player the Gold
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iStage += 5 ;Up QuestStage +5
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NQ_Bounty01.SetCurrentStageID(iStage)
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iQuestDone += 1
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If ( iQuestDone == iAvailableQuests )
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BountyScript._00E_NQ_Bounty01_Status = 10
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NQ_Bounty01.Stop()
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else
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BountyScript._00E_NQ_Bounty01_Status = 0 ;Unlock bounty board again
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Endif
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_00E_NQ_Bounty_recieveBounty_mb.Show()
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GotoState("")
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Else ;APPEARS WHEN YOU ARE ON A BOUNTY MISSION
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_00E_NQ_Bounty_activeMission_mb.Show() ;Bounty active message
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GotoState("")
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Return
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Endif
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Endif
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EndEvent
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State TurnOffActivate
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Event OnActivate(ObjectReference akActionRef)
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; Do nothing
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endEvent
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endState
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; ====================================================================================
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; FUNCTIONS
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; ====================================================================================
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Function M_one (Message chosenMessage) ;CHECK FOR BOUNTY MISSIONS
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Int iAvailableQuests = BountyScript._00E_NQ_Bounty01_Quest01_mb_FormList.GetSize() ;Get the count of Quests available in the FormList
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Int iButton = chosenMessage.Show()
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If ( iButton == 0 ) ;ACCESS BOUNTY MISSION TAB
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;debug.Notification(iQuestDone + " " + iAvailableQuests)
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If ( iQuestDone < iAvailableQuests )
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Message SelectQuestMessage = BountyScript._00E_NQ_Bounty01_Quest01_mb_FormList.GetAt(iQuestDone) as Message ;SHOW CURRENT BANDIT DESCRIPTION
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M_two (SelectQuestMessage)
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Else
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_00E_NQ_Bounty_noMissions_mb.Show() ;SORRY, NO MORE QUESTS
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GotoState("")
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Endif
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ElseIf ( iButton == 1 ) ;CLOSE BOUNTY MISSION TAB
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GotoState("")
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Return
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EndIf
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EndFunction
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Function M_two (Message chosenMessage2) ;ACCEPT BOUNTY MISSIONS OR DENY THEM
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Utility.Wait(0.5)
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Int iButton2 = chosenMessage2.Show(BountyScript.__Config_MissionRewards[iQuestDone]) ;Fill mission description with given bounty value
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If ( iButton2 == 0 ) ;ACCEPT THE SHOWN BOUNTY MISSION
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If ( iStage == 0 ) ;Complete first objective / DO it once
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NQ_Bounty01.SetObjectiveCompleted(iStage)
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Endif
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; Now comes some trickery. What this function is supposed to
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; do is raising iStage (a local copy of the quest stage) from
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; an integer of the form 20k (with k an integer) to 20k+10.
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; (Indeed, 20k means "no current bounty mission", while 20k+10
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; means "bounty mission started but target not yet killed".)
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; However, sometimes this function gets called when iStage is
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; at a value of the form 20k+10 (this tends to happen when
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; you activate the bounty board many times in rapid
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; succession, due to the latency of something in the engine).
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; To prevent this from incorrectly raising quest stages, we
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; first check that iStage is divisible by 20:
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; [NOTE: I'm not sure if this is necessary at all, as I have
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; troubles reproducing this bug.]
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int iStagemod20 = iStage - ((20 * math.floor(iStage / 20)) as int)
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if !(iStagemod20 == 0) && !(iStagemod20 == 20) && !(iStagemod20 == -20)
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;Debug.Notification("machine-gun clicking detected")
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GotoState("")
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Return
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endif
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iStage += 10 ;Up QuestStage +10
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NQ_Bounty01.SetCurrentStageID(iStage)
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NQ_Bounty01.SetObjectiveDisplayed(iStage)
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BountyScript._00E_NQ_Bounty01_Status = 1 ;Bounty quest active
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GotoState("")
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ElseIf ( iButton2 == 1 ) ;DENY THE SHOWN BOUNTY MISSION
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GotoState("")
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return
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EndIf
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EndFunction
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; ====================================================================================
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; PROPERTIES
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; ====================================================================================
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Quest property NQ_Bounty01 Auto
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Message property _00E_NQ_Bounty_mainMenu_mb auto
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Message property _00E_NQ_Bounty_activeMission_mb auto
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Message property _00E_NQ_Bounty_recieveBounty_mb auto
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Message property _00E_NQ_Bounty_noMissions_mb auto
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_00E_NQ_Bounty01_Functions Property BountyScript Auto ;ACCESS TO QUEST SCRIPT
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; ====================================================================================
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; DESCRIPTIONS
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; ====================================================================================
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; BOUNTY QUEST STATUS BOARD
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; _00E_NQ_Bounty01_Status (0) - No bounty mission selected
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; _00E_NQ_Bounty01_Status (1) - Bounty quest active
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; _00E_NQ_Bounty01_Status (2) - Target killed, time for the reward
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; QUEST STAGE PROCEDURE RULES
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; 10 New Mission
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; 15 Target Killed
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; 20 Reward Collected
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; --- 10 Stage Gap ---
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; 30 New Mission
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; 35 Target Killed
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; 40 Reward Collected
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; --- 10 Stage Gap ---
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; 50 New Mission
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; 55 Target etc. ...
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