enderalse/source/scripts/_00e_mq12c_functions.psc

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Scriptname _00E_MQ12c_Functions extends Quest Conditional
Import Utility
; This script is mainly used for handling the different "debris" stages of Ark after the siege
;=====================================================================================
; EVENTS
;=====================================================================================
Event OnUpdate()
If MQ12c_SC03_Dream.IsPlaying()
If GameHour.GetValue() >= 20
Timescale.SetValue(0.01)
Else
RegisterForSingleUpdate(1)
EndIf
Else
UnregisterForUpdate()
EndIf
EndEvent
Event OnUpdateGameTime()
DebrisLevel02()
DeleteSC01Stuff()
EndEvent
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function DebrisLevel01()
; Ark directly after the Nehrimese's attack, corpses are still around, sigils are enabled
int iIndex = _00E_MQ12c_HarborNPCs.GetSize()
while iIndex > 0
iIndex -= 1
ObjectReference objToDisable = _00E_MQ12c_HarborNPCs.GetAt(iIndex) as ObjectReference
objToDisable.Disable()
endwhile
iIndex = _00E_MQ12c_SoldierNPCs.GetSize()
while iIndex > 0
iIndex -= 1
ObjectReference objToEnable = _00E_MQ12c_SoldierNPCs.GetAt(iIndex) as ObjectReference
objToEnable.Enable()
; Failsave to prevent a bug in which some of the Possessed
; enabled at this point would be in ghostmode and therefore
; invincible
; ( http://sureai.net:9898/browse/ERB-846 ).
; EDIT Till 03/Nov/2018: This doesn't really fix the issue, but I leave the code in here just in case
; see comment below
Actor objAsActor = (objToEnable as Actor)
if objAsActor != None
if (objToEnable as _00E_EPOnDeath)
; Checking (by typecast) that objAsActor is an enemy.
objAsActor.SetGhost(False)
endif
endif
endwhile
iIndex = _00E_MQ12c_FireNPCs.GetSize()
while iIndex > 0
iIndex -= 1
ObjectReference objToEnable = _00E_MQ12c_FireNPCs.GetAt(iIndex) as ObjectReference
objToEnable.Enable()
; Failsave to prevent a bug in which some of the Possessed
; enabled at this point would be in ghostmode and therefore
; invincible
; ( http://forum.sureai.net//tracker.php?p=8&t=10425 ).
; EDIT Till 03/Nov/2018: This doesn't really fix the issue, but I leave the code in here just in case
; see comment below
Actor objAsActor = (objToEnable as Actor)
if objAsActor != None
objAsActor.SetGhost(False)
endif
endwhile
; Till 03/Nov/2018: The possessed NPCs need to be enabled in a separate formlist (could have been also done via EnableParent)
; Anyway, the reason behind this is fairly simple: The script _00E_MQ12c_HarbirSiegeSC uses also the formlists
; _00E_MQ12c_FireNPCs and _00E_MQ12c_SoldierNPCs but the script actually sets the ghost flag to 1 upon leaving the respective trigger
; and hence the flag can't be set for an actor's reference it gets set for the actor base
; resulting in all actor references of the possessed NPCs that are included in the formlist being flagged as ghost
; I took the possessed NPCs out of those lists and created this new one, that isn't used by the harbor trigger at all
_00E_Func_ReferenceFormList.Enable(_00E_MQ12c_PossessedNPCs)
MQ12c_SC1_ExecutionDoor001.BlockActivation(True)
MQ12c_SC1_ExecutionDoor001.SetLockLevel(255)
MQ12c_SC1_ExecutionDoor001.SetOpen(False)
MQ12c_SC1_ExecutionDoor001.Lock(True)
MQ12c_WestGate_BarrierREF.Enable()
MQ12c_NorthGate_BarrierREF.Enable()
MQ12c_MyradOutsideGate_BarrierREF.Enable()
MQ12c_SouthGate_BarrierREF.Enable()
MQ12c_SC01_FailsaveREF.Enable()
MQ12c_HarborGate_BarrierREF.Enable()
MQ12b_SC6_ArcherMarker.Disable()
MQ12b_SC6_HarborLinker.Disable()
MQ12c_GuardLinker.Disable()
_00E_MC_TaranorREF.Disable()
_00E_SC_AlmaREF.Disable()
MQ12c_DisableBoat.Disable()
MQ12c_Debris_NPC_Linker.Enable()
MQ12c_NehrimeseScoutREF.Enable()
MQ12c_Debris_Smoke_Linker.Enable()
MQ12c_Debris_Level_01_Linker.Enable()
MQ12cDebrisLight.MoveTo(NightLightsMarker, abMatchRotation = False) ; Hide one lantern light in Ark's Stranger Quarter
RegisterForSingleUpdateGameTime(72) ; Wait three days to proceed to next debris stage
EndFunction
Function DebrisLevel02()
MQ12b_SC14_SiegeTempleMarker.Disable()
MQ12c_Debris_Level_01_Linker.Disable()
; Corpses have been carried removed, first repairs have started
MQ12c_Debris_Level_02_Linker.Enable()
MQ12cDebrisLight.MoveToMyEditorLocation() ; Unhide lantern light in Ark's Stranger Quarter
MQ12cDebrisLight = None ; No need to keep it persistent anymore
EndFunction
Function SetUpSC01()
MQ12c_SC2_Bed.SetActorOwner(PlayerREF.GetActorBase())
MQ12c_SC2_Bed.BlockActivation(True)
_00E_MC_TealorRef.Disable()
_00E_MC_NataraRef.Disable()
MQ12c_SC1_ExecutionVoiceTealor001.Enable()
MQ12c_SC1_ExecutionDoor001.SetLockLevel(255)
MQ12c_SC1_ExecutionDoor001.SetOpen(False)
MQ12c_SC1_ExecutionDoor001.Lock(True)
EndFunction
Function CleanUpSC01()
_00E_MC_TealorRef.Enable()
_00E_MC_NataraRef.Enable()
EndFunction
Function DeleteSC01Stuff()
MQ12c_SC1_ExecutionVoiceTealor001.Disable()
MQ12c_SC1_ExecutionDoor001.SetLockLevel(0)
MQ12c_SC1_ExecutionDoor001.SetOpen(False)
MQ12c_SC1_ExecutionDoor001.Lock(False)
EndFunction
Function ShowMessageBoxBeforeSleeping()
If ((CQJ04.IsRunning()) && (CQC04.IsRunning()))
If !CQJ04.IsCompleted() && !CQC04.IsCompleted()
int iButton01 = _00E_MQ12c_SleepJesparCaliaMsg.Show()
If iButton01 == 0
SetCurrentStageID(15)
Else
Return
EndIf
ElseIf CQJ04.IsCompleted() && !CQC04.IsCompleted()
int iButton02 = _00E_MQ12c_SleepCaliaMsg.Show()
If iButton02 == 0
SetCurrentStageID(15)
Else
Return
EndIf
ElseIf !CQJ04.IsCompleted() && CQC04.IsCompleted()
int iButton03 = _00E_MQ12c_SleepJesparMsg.Show()
If iButton03 == 0
SetCurrentStageID(15)
Else
Return
EndIf
Elseif CQJ04.IsCompleted() && CQC04.IsCompleted()
SetCurrentStageID(15)
EndIf
ElseIf (CQJ04.IsRunning()) && !(CQJ04.IsCompleted())
int iButton04 = _00E_MQ12c_SleepJesparMsg.Show()
If iButton04 == 0
SetCurrentStageID(15)
Else
Return
EndIf
ElseIf (CQC04.IsRunning()) && !(CQC04.IsCompleted())
int iButton05 = _00E_MQ12c_SleepCaliaMsg.Show()
If iButton05 == 0
SetCurrentStageID(15)
Else
Return
EndIf
Else
SetCurrentStageID(15)
EndIf
EndFunction
Function StartSC02()
_00E_SilenceTransitionLowPriority.Add()
If (!CQC04.IsCompleted()) && CQC04.IsRunning()
CQC04.SetCurrentStageID(20)
EndIf
If (!CQJ04.IsCompleted()) && CQJ04.IsRunning()
CQJ04.SetCurrentStageID(40)
EndIf
_00E_Func_AIWalk.PlayerAIWalk()
Game.ForceThirdPerson()
MQ12c_SC02_DreamGoToSleep.ForceStart()
EndFunction
Function FadeToBlack()
SetObjectiveCompleted(10)
SetCurrentStageID(20)
EndFunction
Function StartSC03()
fTimescaleBefore = TimeScale.GetValue()
MQ10a_SC1_HeartParentREF.Enable()
MQ12c_SC03_FatherREF.Enable()
MQ12c_SC03_FatherREF.MoveTo(MQ12c_SC3_FatherMarkerREF)
MQ12c_SC03_FatherREF.SetOutfit(_00E_Father_Outfit_VeryDecayed)
If MQP01_FatherRef.IsEnabled()
MQP01_FatherRef.Disable()
EndIf
_FS_Phasmalist_ControlQuest.UnsummonApparitionIfExists()
FadeToBlackIMOD.Apply()
Wait(1)
FadeToBlackHoldImod.ApplyCrossFade(1)
PlayerREF.MoveTo(PlayerStartMarkerNew)
_00E_SilenceTransitionLowPriority.Remove()
_00E_PlayerFunctions.GetSoundControl().RemoveSilence()
_00E_Music_Special_Dreams.Add()
_00E_Func_AIWalk.PlayerAIWalkStop()
Game.ShowFirstPersonGeometry(False)
Game.RequestAutoSave()
fPlayerScale = _00E_SetActorScale.Change(PlayerREF, 0.85)
TimeScale.SetValue(0.1)
_00E_TimeControl.SkipTimeToHour(18.5)
ImageSpaceModifier.RemoveCrossFade(3)
Game.ForceFirstPerson()
Game.DisablePlayerControls(false, true, true, false, true, false, false)
Wait(3.0)
Game.EnablePlayerControls()
Game.DisablePlayerControls(false, true, true, false, true, false, true)
MQ12c_SC03_Dream.ForceStart()
Wait(2)
SetObjectiveDisplayed(15)
EndFunction
Function SetTimescale()
TimeScale.SetValue(450)
RegisterForSingleUpdate(1)
EndFunction
Function OpenForbiddenDoor()
MQ12c_SC03_ForbiddenDoorREF.SetOpen(True)
EndFunction
Function EndSC03()
PlayerREF.SetScale(fPlayerScale)
_00E_MQ10a_DreamCollapseIMOD.Apply()
Wait(4)
FadeToBlackHoldImod.ApplyCrossFade(1)
MQ12c_SC03_FatherREF.Disable()
_00E_Music_Special_Dreams.Remove()
SetObjectiveCompleted(10)
SetObjectiveCompleted(15)
SetCurrentStageID(40)
EndFunction
Function StartSC04()
_00E_MC_JesparREF.SetOutfit(_00E_MC_JesparOutfit)
_00E_Music_Special_Dreams.Remove()
_00E_SilenceTransitionLowPriority.Add()
_00E_Func_AIWalk.PlayerAIWalkStop()
Game.ForceThirdPerson()
MQ12c_SC04_DoorREF.SetOpen(true)
PlayerREF.MoveTo(MQ12c_SC04_CompanionRunREF)
SetCompanion()
If Companion.IsDisabled()
Companion.Enable()
EndIf
Companion.MoveTo(MQ12c_SC04_CompanionMarkerREF)
TimeScale.SetValue(fTimescaleBefore)
MQ12c_SC04_WakeUp.ForceStart()
Game.SetHudCartMode(false)
EndFunction
Function FadeBack()
Game.SetPlayerAIDriven(False)
_00E_Func_AIWalk.PlayerAIWalkStop()
FadeToBlackBackLongImod.ApplyCrossFade(afFadeDuration = 1.0)
EndFunction
Function SetCompanion()
If SympathyCalia.GetValueInt() > SympathyJespar.GetValue()
Companion = _00E_MC_CaliaREF
Else
Companion = _00E_MC_JesparREF
EndIf
SC04_Companion.ForceRefTo(Companion)
If (Companion == _00E_MC_CaliaREF) && (SympathyJespar.GetValueInt() >= __Config_RomanceThreshold)
bAskForLoveInterest = True
Elseif (Companion == _00E_MC_JesparREF) && (SympathyCalia.GetValueInt() >= __Config_RomanceThreshold)
bAskForLoveInterest = True
Else
bAskForLoveInterest = False
EndIf
EndFunction
Function ActivateBed()
_00E_Func_RefreshFace.RefreshFace()
MQ12c_SC2_Bed.Activate(PlayerREF, True)
Game.EnablePlayerControls()
Game.SetPlayerAIDriven(False)
Game.SetHudCartMode(False)
EndFunction
Function CleanUpAndStartMQ13()
Game.EnablePlayerControls()
Game.SetHudCartMode(false)
_00E_SilenceTransitionLowPriority.Remove()
_00E_PlayerFunctions.GetSoundControl().RemoveSilence()
MQ12c_SC01_FailsaveREF.Disable()
MQ12c_SC1_ExecutionDoor001.Lock(False)
MQ12c_SC1_ExecutionDoor001.BlockActivation(False)
MQ13a.SetCurrentStageID(5)
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
int iDebrisLevel
float fPlayerScale = 1.0
float fTimescaleBefore
bool Property bAskForLoveInterest Auto Conditional Hidden
int Property __Config_RomanceThreshold Auto
{Determines how many sympathy points the player needs to have for either Calia or Jespar in order for the other one to ask about his/her relationship to the player}
Actor Property Companion Auto Conditional Hidden
Actor Property _00E_MC_TealorRef Auto
Actor Property _00E_MC_TaranorREF Auto
Actor Property _00E_SC_AlmaREF Auto
Actor Property _00E_MC_NataraRef Auto
Actor Property _00E_MC_JesparREF Auto
Actor Property _00E_MC_CaliaREF Auto
Actor Property MQP01_FatherRef Auto
Actor Property MQ12c_SC03_FatherREF Auto
Actor Property PlayerREF Auto
GlobalVariable Property SympathyCalia Auto
GlobalVariable Property SympathyJespar Auto
GlobalVariable Property Timescale Auto
GlobalVariable Property GameHour Auto
Quest Property CQC04 Auto
Quest Property CQJ04 Auto
Quest Property MQ13a Auto
MusicType Property _00E_Music_Special_Dreams Auto
MusicType Property _00E_SilenceTransitionLowPriority Auto
Message Property _00E_MQ12c_SleepCaliaMsg Auto
Message Property _00E_MQ12c_SleepJesparMsg Auto
Message Property _00E_MQ12c_SleepJesparCaliaMsg Auto
Scene Property MQ12c_SC02_DreamGoToSleep Auto
Scene Property MQ12c_SC03_Dream Auto
Scene Property MQ12c_SC04_WakeUp Auto
Outfit Property _00E_MC_JesparOutfit Auto
Outfit Property _00E_Father_Outfit_VeryDecayed Auto
ReferenceAlias Property SC04_Companion Auto
ImageSpaceModifier Property FadeToBlackIMOD Auto
ImageSpaceModifier Property FadeToBlackBackLongImod Auto
ImageSpaceModifier Property FadeToBlackHoldImod Auto
ImageSpaceModifier Property _00E_MQ10a_DreamCollapseIMOD Auto
Formlist Property _00E_MQ12c_FireNPCs Auto
Formlist Property _00E_MQ12c_HarborNPCs Auto
Formlist Property _00E_MQ12c_SoldierNPCs Auto
Formlist Property _00E_MQ12c_PossessedNPCs Auto
ObjectReference Property MQ12c_Debris_NPC_Linker Auto
ObjectReference Property MQ12c_Debris_Smoke_Linker Auto
ObjectReference Property MQ12c_Debris_Level_01_Linker Auto
ObjectReference Property MQ12c_Debris_Level_02_Linker Auto
ObjectReference Property MQ12b_SC14_SiegeTempleMarker Auto
ObjectReference Property MQ12c_SC2_Bed Auto
ObjectReference Property PlayerStartMarkerNew Auto
ObjectReference Property MQ12c_SC3_FatherMarkerREF Auto
ObjectReference Property MQ12c_SC04_CompanionMarkerREF Auto
ObjectReference Property MQ12c_SC04_CompanionRunREF Auto
ObjectReference Property MQ12c_SC04_DoorREF Auto
ObjectReference Property MQ12c_DisableBoat Auto
ObjectReference Property MQ12c_NehrimeseScoutREF Auto
ObjectReference Property MQ12b_SC6_ArcherMarker Auto
ObjectReference Property MQ12b_SC6_HarborLinker Auto
ObjectReference Property MQ12c_GuardLinker Auto
ObjectReference Property MQ12c_WestGate_BarrierREF Auto
ObjectReference Property MQ12c_NorthGate_BarrierREF Auto
ObjectReference Property MQ12c_MyradOutsideGate_BarrierREF Auto
ObjectReference Property MQ12c_SouthGate_BarrierREF Auto
ObjectReference Property MQ12c_HarborGate_BarrierREF Auto
ObjectReference Property MQ12c_SC01_FailsaveREF Auto
ObjectReference Property MQ10a_SC1_HeartParentREF Auto
ObjectReference Property MQ12c_SC03_ForbiddenDoorREF Auto
ObjectReference Property MQ12c_SC1_ExecutionVoiceTealor001 Auto
ObjectReference Property MQ12c_SC1_ExecutionDoor001 Auto
ObjectReference Property NightLightsMarker Auto
ObjectReference Property MQ12cDebrisLight Auto