enderalse/source/scripts/_00e_nq_g_02_functions.psc

208 lines
5.6 KiB
Plaintext

Scriptname _00E_NQ_G_02_Functions extends Quest Conditional
Import _00E_QuestFunctions
Import Math
Import Utility
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function AddMapMarker()
_00E_NQ_G_02_HafnerMapMarkerREF.AddToMap(false)
EndFunction
Function PrepareMenhirForQuest()
_00E_NQ_G_02_Menhir.MoveTo(_00E_NQ_G_02_MenhirWaitLocation)
_00E_NQ_G_02_Menhir.Disable()
EndFunction
Function DespawnGuardHafner()
_00E_NQ_G_02_GuardREF.Disable()
_00E_NQ_G_02_HelgeHafner.MoveTo(_00E_NQ_G_02_HafnerPrisonMarker)
EndFunction
Function DespawnGuardMendelus()
_00E_NQ_G_02_GuardREF.Disable()
_00E_SC_MendelusVollerbeutel.MoveToMyEditorLocation()
EndFunction
Function DespawnMendelus()
_00E_SC_MendelusVollerbeutel.MoveToMyEditorLocation()
EndFunction
Function SetUpSC03()
_00E_NQ_G_02_HelgeHafner.MoveTo(_00E_NQ_G_02_HafnerDialoguePos)
_00E_SC_MendelusVollerbeutel.MoveTo(_00E_NQ_G_02_MendelusDialoguePos)
_00E_NQ_G_02_GuardREF.Enable()
_00E_NQ_G_02_GuardREF.MoveTo(_00E_NQ_G_02_GuardDialoguePos)
PlayerREF.MoveTo(_00E_NQ_G_02_PlayerDialoguePos)
NQ_G_02_SC03_DialogueMenhirDead.ForceStart()
EndFunction
Function SetUpSC04()
_00E_NQ_G_02_Menhir.MoveTo(_00E_NQ_G_02_MenhirDialoguePos)
_00E_NQ_G_02_HelgeHafner.MoveTo(_00E_NQ_G_02_HafnerDialoguePos)
_00E_SC_MendelusVollerbeutel.MoveTo(_00E_NQ_G_02_MendelusDialoguePos)
_00E_NQ_G_02_GuardREF.Enable()
_00E_NQ_G_02_GuardREF.MoveTo(_00E_NQ_G_02_GuardDialoguePos)
PlayerREF.MoveTo(_00E_NQ_G_02_PlayerDialoguePos)
NQ_G_02_SC04_DialogueMenhirAlive.ForceStart()
EndFunction
Function FadeOut()
int iButton = _00E_NQ_G_02_LeaveCaveBox.Show()
If iButton == 0
_00E_UILockpickingUnlockM.Play(BAGL2Exit)
FadeToBlackIMOD.Apply()
Wait(2)
FadeToBlackHoldIMOD.ApplyCrossFade(1)
If (GetStage() == 35 || GetStage() == 40)
SetUpSC03()
ElseIf (GetStage() == 45)
SetUpSC04()
EndIf
FadeToBlackBackIMOD.ApplyCrossFade(1)
SetObjectiveCompleted(35)
_00E_TeleportGlobal.SetValueInt(0)
Else
Return
EndIf
EndFunction
Function KillMenhir()
NQ_G_02_CollisionBox1.Disable()
Wait(0.1)
_00E_NQ_G_02_Menhir.SetGhost(False)
_00E_NQ_G_02_Menhir.GetActorBase().SetEssential(False)
_00E_NQ_G_02_Menhir.PlayIdle(_00E_IdleSuicide)
Wait(1.5)
_00E_NQ_G_02_Menhir.Kill(_00E_NQ_G_02_Menhir)
Wait(1)
NQ_G_02_CollisionBox1.Enable()
; adding the key to Menhir just in case he doesn't die properly
_00E_NQ_G_02_Menhir.Additem(_00E_BAltGaragathaL2ExitKey, 1)
NQ_G_02_KeyREF.Enable()
Game.EnablePlayerControls()
Wait(8)
_00E_NQ_G_02_Menhir.Disable()
EndFunction
Function RewardMoney(float Amount)
PlayerREF.AddItem(Gold001, (__Config_RewardMoney*Amount) as int)
EndFunction
Function FinishQuest()
If (GetStage() == 80)
Levelsystem.GiveEP(__Config_RewardEXP - __Config_EXPMalus)
Else
Levelsystem.GiveEP(__Config_RewardEXP)
EndIf
Self.CompleteQuest()
EndFunction
Function StartSC01()
PrepareMenhirForQuest()
NQ_G_02_SC01_HafnerFirstConversation.ForceStart()
EndFunction
Function StartSC02()
; need to reset Menhir otherwise he might be stuck in some animation and wiggle around as well as being unresponsive in SC4
; due to enabling him afterwards, he snaps back to the navmesh, fixes issue 1044 until proven wrong or causing other issues
; added MoveTo again after Menhir got reset to Vyn 0,0 and never got placed in the dungeon
_00E_NQ_G_02_Menhir.Reset(_00E_NQ_G_02_MenhirWaitLocation)
_00E_NQ_G_02_Menhir.MoveTo(_00E_NQ_G_02_MenhirWaitLocation)
_00E_NQ_G_02_Menhir.Enable()
NQ_G_02_SC02_MenhirFirstConversation.ForceStart()
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
bool Property bHafnerInPrison Auto Conditional
bool Property bMenhirReward Auto Conditional
;rewards
int Property __Config_RewardEXP Auto
int Property __Config_EXPMalus Auto
int Property __Config_RewardMoney Auto
MiscObject Property Gold001 Auto
_00E_QuestFunctions Property Levelsystem Auto
Idle Property _00E_IdleSuicide Auto
;scenes
Scene Property NQ_G_02_SC01_HafnerFirstConversation Auto
Scene Property NQ_G_02_SC02_MenhirFirstConversation Auto
Scene Property NQ_G_02_SC03_DialogueMenhirDead Auto
Scene Property NQ_G_02_SC04_DialogueMenhirAlive Auto
ImagespaceModifier Property FadeToBlackIMOD Auto
ImagespaceModifier Property FadeToBlackHoldIMOD Auto
ImagespaceModifier Property FadeToBlackBackIMOD Auto
;actors
Actor Property _00E_NQ_G_02_Menhir Auto
Actor Property _00E_NQ_G_02_HelgeHafner Auto
Actor Property _00E_SC_MendelusVollerbeutel Auto
Actor Property _00E_NQ_G_02_GuardREF Auto
Actor Property PlayerREF Auto
Message Property _00E_NQ_G_02_LeaveCaveBox Auto
GlobalVariable Property _00E_TeleportGlobal Auto
;marker
ObjectReference Property _00E_NQ_G_02_MenhirWaitLocation Auto
ObjectReference Property _00E_NQ_G_02_MenhirDialoguePos Auto
ObjectReference Property _00E_NQ_G_02_HafnerDialoguePos Auto
ObjectReference Property _00E_NQ_G_02_MendelusDialoguePos Auto
ObjectReference Property _00E_NQ_G_02_GuardDialoguePos Auto
ObjectReference Property _00E_NQ_G_02_PlayerDialoguePos Auto
ObjectReference Property _00E_NQ_G_02_HafnerPrisonMarker Auto
ObjectReference Property _00E_NQ_G_02_HafnerMapMarkerREF Auto
ObjectReference Property NQ_G_02_CollisionBox1 Auto
ObjectReference Property NQ_G_02_KeyREF Auto
ObjectReference Property BAGL2Exit Auto
Sound Property _00E_UILockpickingUnlockM Auto
Key Property _00E_BAltGaragathaL2ExitKey Auto