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