enderalse/source/scripts/_00e_a2_ghostwalksc.psc

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Scriptname _00E_A2_GhostwalkSC extends activemagiceffect
Import _00E_TalentLibrary
Import Utility
;=====================================================================================
; EVENTS & STATES
;=====================================================================================
Event OnEffectStart(Actor akTarget, Actor akCaster)
PlayerREF.AddPerk(QuietCasting)
hasAborted = false
PlayerREF.AddSpell(PerkShadowWarriorInvisibility, False)
iShoutIndex = GetPlayerTalentLevel(_00E_Class_Manipulation_P09b_Talent_WellOfLife, _00E_Class_Manipulation_P09b_Talent_WellOfLife2, _00E_Class_Manipulation_P09b_Talent_WellOfLife3)
If _00E_A2_GhostwalkGlobal.GetValueInt() == 0
bTargetMarked = False
GoToState("MarkTargets")
Elseif _00E_A2_GhostwalkGlobal.GetValueInt() == 1
If bTargetMarked
_00E_A2_GhostwalkGlobal.SetValueInt(2)
GoToState("Teleporting")
Elseif !bTargetMarked
_00E_A2_GhostwalkGlobal.SetValueInt(0)
NotMarkedClearUp()
EndIf
EndIf
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
If _00E_A2_GhostwalkGlobal.GetValueInt() == 1
If bTargetMarked && !hasAborted
_00E_A2_GhostwalkGlobal.SetValueInt(2)
float iRecoveryTime = _00E_A2_Ghostwalk.GetNthRecoveryTime(iShoutIndex - 1)
(PlayerREF as _00E_Game_TalentControlSC).SetTalentRecoveryTime(_00E_A2_Ghostwalk, iRecoveryTime)
GoToState("Teleporting")
Else
NotMarkedClearUp()
EndIf
EndIf
PlayerREF.RemovePerk(QuietCasting)
EndEvent
Function abort()
hasAborted = true
self.Dispel()
EndFunction
State MarkTargets
Event OnBeginState()
PlayerREF.AddPerk(QuietCasting)
If _00E_DisableSkillTutorials.GetValueInt() == 0
_00E_A2_Tutorial_GhostwalkTutorial.ShowAsHelpMessage("Ghostwalk", 7, 7, 1)
EndIf
_00E_A2_GhostwalkGlobal.SetValueInt(1)
(PlayerREF as _00E_Game_TalentControlSC).SetTalentRecoveryTime(_00E_A2_Ghostwalk, 0)
A2_Ghostwalk_Player.ForceRefTo(PlayerREF)
A2_Ghostwalk_PlayerForScript = A2_Ghostwalk_Player as _00E_A2_Ghostwalk_PlayerSC
PlayerREF.AddSpell(_00E_A2_GhostwalkAbSelectionSP, False)
_00E_A2_GhostwalkSelectionIntroIMOD.Apply()
MarkingLP = _00E_A2_GhostwalkMarkingLPM.Play(playerREF)
MAGConjurePortal.Play(PlayerREF)
float iReach = _00E_A2_GhostwalkSP.GetNthEffectMagnitude(iShoutIndex - 1)
A2_Ghostwalk_PlayerForScript.EnterMarkingMode(iReach, Self as _00E_A2_GhostwalkSC)
Wait(0.5)
_00E_A2_GhostwalkSelectionHoldIMOD.ApplyCrossFade(1.5)
EndEvent
EndState
State Teleporting
Event OnBeginState()
iSneakSkill = PlayerREF.GetBaseAV("Sneak")
Game.ForceFirstPerson()
Game.DisablePlayerControls(false, false, true, false, false, false, false, false)
A2_Ghostwalk_Victim.GetActorReference().RemoveSpell(_00E_A2_GhostwalkAbMarkedSP)
PlayerREF.RemoveSpell(_00E_A2_GhostwalkAbSelectionSP)
A2_Ghostwalk_PlayerForScript.ExitMarkingMode()
_00E_A2_GhostwalkSelectionHoldIMOD.Remove()
Sound.StopInstance(MarkingLP)
QSTDA16SoulGemOffM.Play(PlayerREF)
A2_Ghostwalk_Player.Clear()
A2_GhostwalkMarkingRune.GetReference().Delete()
A2_GhostwalkMarkingRune.Clear()
If MarkingRuneREF
MarkingRuneREF.Delete()
EndIf
TeleportToTarget()
EndEvent
EndState
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function NotMarkedClearUp()
(PlayerREF as _00E_Game_TalentControlSC).SetTalentRecoveryTime(_00E_A2_Ghostwalk, 0)
MAGFail.Play(PlayerREF)
A2_Ghostwalk_Victim.GetActorReference().RemoveSpell(_00E_A2_GhostwalkAbMarkedSP)
PlayerREF.RemoveSpell(_00E_A2_GhostwalkAbSelectionSP)
A2_Ghostwalk_PlayerForScript.ExitMarkingMode()
_00E_A2_GhostwalkSelectionHoldIMOD.Remove()
Sound.StopInstance(MarkingLP)
QSTDA16SoulGemOffM.Play(PlayerREF)
A2_Ghostwalk_Player.Clear()
A2_GhostwalkMarkingRune.GetReference().Delete()
A2_GhostwalkMarkingRune.Clear()
PlayerREF.RemoveSpell(PerkShadowWarriorInvisibility)
If MarkingRuneREF
MarkingRuneREF.Delete()
EndIf
Wait(2)
_00E_A2_GhostwalkGlobal.SetValueInt(0)
EndFunction
Function TeleportToTarget()
if !PlayerREF.IsSneaking()
PlayerREF.StartSneaking()
EndIf
Victim = A2_Ghostwalk_Victim.GetActorReference()
InitializeCoordinates(Victim)
_00E_FS_NQR05_TharaelTeleportShockSmallIMOD.Apply()
_00E_FS_Tharael_DematerializeFXS.Play(PlayerREF)
Utility.Wait(0.2)
If !bTargetCloseToWall
PlayerREF.MoveTo(Victim, EndLocX, EndLocY, EndLocZ)
Elseif bTargetCloseToWall
PlayerREF.SetPosition(fGhostwalkCheckActorX, fGhostwalkCheckActorY, fGhostwalkCheckActorZ)
EndIf
PlayerREF.SetAngle(TargetAngleX, TargetAngleY, TargetAngleZ)
WallCheckActor.Delete()
PlayerREF.setActorValue("Variable03", 5)
float iCritChance = _00E_A2_GhostwalkSP.GetNthEffectMagnitude(iShoutIndex + 2)
float iDuration = _00E_A2_GhostwalkSP.GetNthEffectMagnitude(iShoutIndex + 3)
_00E_A2_GhostwalkCloakSP.SetNthEffectMagnitude(0, iCritChance)
_00E_A2_GhostwalkCloakSP.SetNthEffectDuration(0, iDuration as Int)
_00E_A2_GhostwalkCloakSP.Cast(PlayerREF, PlayerREF)
Victim.StopCombat()
Victim.StopCombatAlarm()
_00E_A2_GhostwalkGlobal.SetValueInt(0)
_00E_EspionageFXS.Stop(Victim)
Game.EnablePlayerControls()
PlayerREF.RemovePerk(_00E_VisionPerk)
A2_Ghostwalk_Victim.GetActorReference().SetActorValue("Blindness", 0)
MAGIllusionReleaseAimedSDM.Play(PlayerREF)
_00E_FS_Tharael_DematerializeFXS.Stop(PlayerREF)
_00E_FS_NQR05_TharaelMaterializeFXS.Play(PlayerREF)
Utility.Wait(3)
If PlayerREF.HasSpell(_00E_Affinity_AbShadowdancer) && Victim.IsDead()
if Victim.GetActorBase().HasKeyword(ActorTypeGhost) || Victim.GetRace() == SkeletonRace
_00E_A2_GhostwalkGhostsCannotBeReanimated.Show()
Else
PlayerREF.AddPerk(_00E_A2_ShadowdancerRaisePerk)
Victim.AddToFaction(PlayerAlliesFaction)
_00E_Affinity_ShadowdancerRenimateSelf.Cast(PlayerREF, Victim)
_00E_MagConjureReanimate.Play(PlayerREF)
PlayerREF.RemovePerk(_00E_A2_ShadowdancerRaisePerk)
EndIf
EndIf
A2_Ghostwalk_Victim.Clear()
PlayerREF.RemovePerk(QuietCasting)
if PlayerREF.GetActorValue("Sneak") >= 200
if _00E_A2_GhostwalkSneakFailsave.GetValueInt() > 0
PlayerREF.ForceAV("Sneak", _00E_A2_GhostwalkSneakFailsave.GetValueInt())
Else
PlayerREF.ForceAV("Sneak", 50)
EndIf
EndIf
PlayerREF.RemoveSpell(PerkShadowWarriorInvisibility)
EndFunction
Function SelectEnemy(Actor iVictim)
If IsTargetValid(iVictim)
If !IsTargetMarked(iVictim)
If !bTargetMarked
MarkingRuneREF = iVictim.PlaceAtMe(_00E_A2_GhostwalkRuneHazard, 1)
A2_GhostwalkMarkingRune.ForceRefTo(MarkingRuneREF)
A2_Ghostwalk_Victim.ForceRefTo(iVictim)
A2_Ghostwalk_Victim.GetActorReference().SetAV("Blindness", 100)
A2_Ghostwalk_Victim.GetActorReference().EvaluatePackage()
bTargetMarked = True
Levelsystem._00E_Levelsystem_sEnemyMarked.Show()
_00E_EspionageFXS.Play(iVictim)
iVictim.AddSpell(_00E_A2_GhostwalkAbMarkedSP)
_00E_A2_GhostwalkSelectM.Play(PlayerREF)
Else
Levelsystem._00E_Levelsystem_sEnemyAlreadyMarked.Show()
MAGFail.Play(PlayerREF)
EndIf
Else
UnmarkEnemy(iVictim)
EndIf
Else
Return
EndIf
If _00E_SelectionTutorialShown.GetValueInt() == 0 && _00E_DisableSkillTutorials.GetValueInt() == 0
_00E_Tutorial_SelectionMode.Show()
_00E_SelectionTutorialShown.SetValueInt(1)
EndIf
If _00E_DisableSkillTutorials.GetValueInt() == 0
_00E_A2_Tutorial_GhostwalkTutorial.ShowAsHelpMessage("Ghostwalk02", 7, 7, 1)
EndIf
EndFunction
Function UnmarkEnemy(Actor iVictim)
bool Cleared
A2_GhostwalkMarkingRune.Clear()
A2_Ghostwalk_Victim.Clear()
MarkingRuneREF.Disable()
bTargetMarked = False
Levelsystem._00E_Levelsystem_sAbilityMarkingRemoved.Show()
iVictim.RemoveSpell(_00E_A2_GhostwalkAbMarkedSP)
A2_Ghostwalk_Victim.GetActorReference().SetAV("Blindness", 0)
_00E_EspionageFXS.Stop(iVictim)
_00E_A2_GhostwalkDeselectM.Play(PlayerREF)
if WallCheckActor
WallCheckActor.Delete()
Endif
Cleared = True
EndFunction
bool Function IsTargetValid(Actor CheckVictim)
If CheckVictim.IsInFaction(PlayerAlliesFaction)
Return False
ElseIf CheckVictim.HasKeyword(MagicNoGhostwalk)
Levelsystem._00E_Levelsystem_sAbilityTargetImmune.Show()
Return False
Elseif CheckVictim == PlayerREF
Return False
Elseif IsTargetTooCloseToWall(CheckVictim)
Levelsystem._00E_Levelsystem_sGhostwalkEnemyTooCloseToWall.Show()
bTargetCloseToWall = True
Return True
Else
Return True
EndIf
EndFunction
bool Function IsTargetTooCloseToWall(Actor WallCheckVictim)
if WallCheckActor
WallCheckActor.Delete()
Endif
InitializeCoordinates(WallCheckVictim)
WallCheckActor = WallCheckVictim.PlaceActorAtMe(_00E_A2_GhostwalkWallCheckActorBase, 1)
WallCheckActor.setAlpha(0)
fGhostwalkCheckActorX = WallCheckActor.GetPositionX()
fGhostwalkCheckActorY = WallCheckActor.GetPositionY()
fGhostwalkCheckActorZ = WallCheckActor.GetPositionZ()
WallCheckActor.MoveTo(WallCheckVictim, (-105*Math.Sin(WallCheckVictim.GetAngleZ())), (-105*Math.Cos(WallCheckVictim.GetAngleZ())), EndLocZ + 110)
WallCheckActor.SetAlpha(1.0)
WallCheckActor.SetAngle(TargetAngleX, TargetAngleY, TargetAngleZ)
A2_Ghostwalk_WallCheckActor.ForceRefTo(WallCheckActor)
ObjectReference CastMarker = WallCheckVictim.PlaceAtMe(XMarker, 1)
_00E_A2_GhostwalkCollCheckSP.Cast(WallCheckVictim, WallCheckActor)
Wait(0.2)
_00E_A2_Ghostwalk_WallCheckSC WallCheckActorSC = A2_Ghostwalk_WallCheckActor as _00E_A2_Ghostwalk_WallCheckSC
If WallCheckActorSC.CheckOnSpellImpact()
Return False
Else
Return True
EndIf
EndFunction
bool Function IsTargetMarked(Actor iVictim)
If iVictim.HasSpell(_00E_A2_GhostwalkAbMarkedSP)
Return True
Else
Return False
EndIf
EndFunction
bool Function TargetMarked()
If bTargetMarked == True
Levelsystem._00E_Levelsystem_sEnemyAlreadyMarked.Show()
MAGFail.Play(PlayerREF)
Return True
Else
Return False
EndIf
EndFunction
Function InitializeCoordinates(Actor TargetVictim)
EndLocX = (-100*Math.Sin(TargetVictim.GetAngleZ()))
EndLocY = (-100*Math.Cos(TargetVictim.GetAngleZ()))
EndLocZ = 0
TargetAngleX = TargetVictim.GetAngleX()
TargetAngleY = TargetVictim.GetAngleY()
TargetAngleZ = TargetVictim.GetAngleZ()
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
bool hasAborted
Bool bTargetCloseToWall
Bool bTargetMarked
int MarkingLP
int iShoutIndex
float iSneakSkill
float fGhostwalkCheckActorX
float fGhostwalkCheckActorY
float fGhostwalkCheckActorZ
float TargetAngleX
float TargetAngleY
float TargetAngleZ
float EndLocX
float EndLocY
float EndLocZ
Float iPlayerSpeedBefore
_00E_A2_Ghostwalk_PlayerSC A2_Ghostwalk_PlayerForScript
_00E_QuestFunctions Property Levelsystem Auto
ActorBase Property _00E_A2_GhostwalkWallCheck Auto
Actor WallCheckActor
Actor FakeActor
Actor Victim
ObjectReference MarkingRuneREF
ReferenceAlias NextTarget
Actor Property PlayerREF Auto
ActorBase Property _00E_A2_GhostwalkWallCheckActorBase Auto
Faction Property PlayerAlliesFaction Auto
Message Property _00E_A2_Tutorial_GhostwalkTutorial Auto
Message Property _00E_A2_Tutorial_GhostwalkTutorial02 Auto
Message Property _00E_Tutorial_SelectionMode Auto
Message Property _00E_A2_GhostwalkGhostsCannotBeReanimated Auto
Keyword Property ActorTypeGhost Auto
Explosion Property _00E_A2_GhostwalkImpactExplosion Auto
ReferenceAlias Property A2_Ghostwalk_Player Auto
ReferenceAlias Property A2_Ghostwalk_WallCheckActor Auto
GlobalVariable Property _00E_A2_GhostwalkGlobal Auto
GlobalVariable Property _00E_SelectionTutorialShown Auto
GlobalVariable Property _00E_A2_GhostwalkSneakFailsave Auto
GlobalVariable Property _00E_DisableSkillTutorials Auto
ReferenceAlias Property A2_Ghostwalk_Victim Auto
ReferenceAlias Property A2_GhostwalkMarkingRune Auto
ImageSpaceModifier Property _00E_A2_GhostwalkSelectionIntroIMOD Auto
ImageSpaceModifier Property _00E_A2_GhostwalkSelectionHoldIMOD Auto
ImageSpaceModifier Property _00E_FS_NQR05_TharaelTeleportShockSmallIMOD Auto
EffectShader Property _00E_FS_NQR05_TharaelMaterializeFXS Auto
EffectShader Property _00E_EspionageFXS Auto
EffectShader Property _00E_FS_Tharael_DematerializeFXS Auto
Race Property SkeletonRace Auto
Sound Property MAGIllusionReleaseAimedSDM Auto
Spell Property _00E_A2_GhostwalkSP Auto
Spell Property _00E_A2_GhostwalkAbMarkedSP Auto
Spell Property _00E_A2_GhostwalkAbSelectionSP Auto
Spell Property _00E_A2_GhostwalkCloakSP Auto
Spell Property _00E_A2_GhostwalkCollCheckSP Auto
Spell Property PerkShadowWarriorInvisibility Auto
Spell Property _00E_Vision_UpdateAb Auto
Spell Property _00E_Affinity_AbShadowdancerCloakSP Auto
Spell Property _00E_Affinity_AbShadowdancer Auto
Spell Property _00E_Affinity_ShadowdancerRenimateSelf Auto
Static Property XMarker Auto
Activator Property _00E_A2_GhostwalkMarkingRune Auto
Hazard Property _00E_A2_GhostwalkRuneHazard Auto
Sound Property _00E_A2_GhostwalkSelectM Auto
Sound Property _00E_A2_GhostwalkDeselectM Auto
Sound Property MAGFail Auto
Sound Property _00E_A2_GhostwalkMarkingLPM Auto
Sound Property QSTDA16SoulGemOffM Auto
Sound Property MAGConjurePortal Auto
Sound Property _00E_A2_Ghostwalk_TeleportDoneSound Auto
Sound Property _00E_A2_Ghostwalk_TeleportSound Auto
Sound Property _00E_MagConjureReanimate Auto
Shout Property _00E_A2_Ghostwalk Auto
Perk Property _00E_Class_Manipulation_P09b_Talent_WellOfLife3 Auto
Perk Property _00E_Class_Manipulation_P09b_Talent_WellOfLife2 Auto
Perk Property _00E_Class_Manipulation_P09b_Talent_WellOfLife Auto
Perk Property QuietCasting Auto
Perk Property _00E_VisionPerk Auto
Perk Property _00E_A2_ShadowdancerRaisePerk Auto
Keyword Property MagicNoGhostwalk Auto