1429 lines
43 KiB
Plaintext
1429 lines
43 KiB
Plaintext
Scriptname _00E_QuestFunctions extends Quest Conditional
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{This script is meant to be attached to any quests and serves as a Function library. Simply import it to call Global functions, and create a script property to access non-global functions}
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Import math
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Import Utility
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;=====================================================================================
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; EXP
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;=====================================================================================
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Function GiveEP(int ToGive)
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If (PlayerREF as _00E_EPUpdateFunctions).receiveEP(ToGive)
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; Player receives EP
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EndIf
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EndFunction
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;=====================================================================================
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; SYMPATHY
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;=====================================================================================
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Function ModSympathyNG(Actor akSympathyActor, int iSympathyMod, bool bIsFlirt = False, bool bStringOverride = False, String sOverride = "")
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Levelsystem_SympathyActor.ForceRefTo(akSympathyActor)
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ActorBase sympathyBase = akSympathyActor.GetActorBase()
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If sympathyBase == _00E_MC_Jespar
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SympathyJespar.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_MC_Calia
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SympathyCalia.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_CapitalCityMaelGroschenfrst
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SympathyMaelGroschenfuerst.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_SC_Dijaam
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SympathyDijaam.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_SC_Tharael
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SympathyTharael.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_MQ11c_Ryneus
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SympathyRyneus.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_MC_Yuslan
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SympathyYuslan.Mod(iSympathyMod)
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ElseIf sympathyBase == _00E_FS_NQ02_Esme
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SympathyEsme.Mod(iSympathyMod)
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EndIf
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If bIsFlirt
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If sympathyBase == _00E_MC_Jespar
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JesparFlirtCounter.SetValueInt(JesparFlirtCounter.GetValueInt() + 1)
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ElseIf sympathyBase == _00E_MC_Calia
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CaliaFlirtCounter.SetValueInt(CaliaFlirtCounter.GetValueInt() + 1)
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ElseIf sympathyBase == _00E_SC_Dijaam
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DijaamFlirtCounter.SetValueInt(DijaamFlirtCounter.GetValueInt() + 1)
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ElseIf sympathyBase == _00E_SC_Tharael
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TharaelFlirtCounter.SetValueInt(TharaelFlirtCounter.GetValueInt() + 1)
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EndIf
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EndIf
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String sActorName = sympathyBase.GetName()
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If !bStringOverride
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If (iSympathyMod > 0) && (iSympathyMod <= 5)
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_00E_Levelsystem_sApproves.Show()
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; Debug.Notification(sActorName + sLevelsystemAppreciate + ".")
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ElseIf (iSympathyMod > 5) && (iSympathyMod <= 10)
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_00E_Levelsystem_sAppreciates.Show()
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; Debug.Notification(sActorName + sLevelsystemAppreciateALot + ".")
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ElseIf (iSympathyMod > 10) && (iSympathyMod <= 20)
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_00E_Levelsystem_sAppreciatesALot.Show()
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; Debug.Notification(sActorName + sLevelsystemApproves + ".")
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ElseIf (iSympathyMod < 0) && (iSympathyMod >= -5)
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_00E_Levelsystem_sDislikes.Show()
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; Debug.Notification(sActorName + sLevelsystemDislikes + ".")
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ElseIf (iSympathyMod < -5) && (iSympathyMod >= -10)
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_00E_Levelsystem_sHurt.Show()
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; Debug.Notification(sActorName + sLevelsystemOffended + ".")
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ElseIf (iSympathyMod < -10) && (iSympathyMod >= -20)
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_00E_Levelsystem_sVeryHurt.Show()
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; Debug.Notification(sActorName + sLevelsystemVeryOffended + ".")
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EndIf
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Else
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Debug.Notification(sActorName + sOverride)
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EndIf
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EndFunction
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;=====================================================================================
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; CAMERA
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;=====================================================================================
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Function LockCamera()
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fCameraMaxDistance = Utility.GetINIFloat("fVanityModeMaxDist:Camera")
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Utility.SetINIFloat("fVanityModeMaxDist:Camera", Utility.GetIniFloat("fVanityModeMinDist:Camera"))
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EndFunction
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Function UnlockCamera()
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Utility.SetINIFloat("fVanityModeMaxDist:Camera", fCameraMaxDistance)
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EndFunction
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;=====================================================================================
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; GLOBAL FUNCTIONS
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;=====================================================================================
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Function Brawl(Actor pTarget, Actor pTargetFriend = None)
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BrawlKeyword.SendStoryEvent(None, pTarget, pTargetFriend)
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EndFunction
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function PlayerAIWalkStop() Global
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Game.ShowFirstPersonGeometry(True)
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Game.SetPlayerAIDriven(False)
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Game.EnablePlayerControls()
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endFunction
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function PlayerAIWalk(bool abLockedSight = True) Global
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Game.ShowFirstPersonGeometry(False)
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Game.SetPlayerAIDriven(True)
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If abLockedSight == True
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Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
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ElseIf abLockedSight == False
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Game.DisablePlayerControls(true, true, true, False, true, true, true, true)
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EndIf
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endFunction
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Function DisableDialogueQuitting() Global
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{Disables the TAB Key during dialogue. Resets automatically upon dialogue exit via Goodbye.}
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if UI.IsMenuOpen("Dialogue Menu")
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if UI.GetBool("Dialogue Menu", "_root.DialogueMenu_mc.bEnableTab") != true
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; Suspected non-Enderal dialoguemenu.swf replacer, rechecking value in order to be sure.
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UI.InvokeBool("Dialogue Menu", "_root.DialogueMenu_mc.SetVariable", True)
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if UI.GetBool("Dialogue Menu", "_root.DialogueMenu_mc.bEnableTab") != true
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Debug.Notification("Detected incompatible dialoguemenu.swf!")
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endif
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endif
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endif
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UI.InvokeBool("Dialogue Menu", "_root.DialogueMenu_mc.SetVariable", False)
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EndFunction
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Function EnableDialogueQuitting() Global
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{Disables the TAB Key during dialogue. Resets automatically upon dialogue exit via Goodbye.}
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UI.InvokeBool("Dialogue Menu", "_root.DialogueMenu_mc.SetVariable", True)
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EndFunction
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Function RefreshFace() Global
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String facegen = "bUseFaceGenPreprocessedHeads:General"
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Utility.SetINIBool(facegen, False)
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Game.GetPlayer().QueueNiNodeUpdate()
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Utility.SetINIBool(facegen, True)
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EndFunction
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Function ShowHelpMessage(Message msg, Float fDuration = 5.0, String sEvent = "Empty") Global
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Message.ResetHelpMessage(sEvent)
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msg.ShowAsHelpMessage(sEvent, fDuration, 1.0, 1)
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EndFunction
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Function SafeMoveTo(ObjectReference refToMove, ObjectReference targetRef, Bool bFadeIn = False) Global
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; A safer way to move an object reference to another ref than just MoveTo.
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; Mostly for actors to take their intended positions.
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; It's better for the actor to be already running a package that moves them to targetRef at the moment this function is called.
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refToMove.Disable()
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refToMove.MoveTo(targetRef)
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refToMove.Enable(bFadeIn)
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EndFunction
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Function SafeMoveTo_NoWait(ObjectReference refToMove, ObjectReference targetRef, Bool bFadeIn = False) Global
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; A safer way to move an object reference to another ref than just MoveTo (without waiting for it to be fully enabled).
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; Mostly for actors to take their intended positions.
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; It's better for the actor to be already running a package that moves them to targetRef at the moment this function is called.
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refToMove.Disable()
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refToMove.MoveTo(targetRef)
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refToMove.EnableNoWait(bFadeIn)
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EndFunction
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Bool Function DistanceFailsafeMoveTo(ObjectReference refToMove, ObjectReference targetRef, Float fTooFarDistance) Global
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; Moves refToMove to targetRef if refToMove is not within fTooFarDistance from targetRef.
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; Mostly for character travel failsafes in scenes.
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; Debug.Trace("FailsafeMoveTo: refToMove = " + refToMove + "; d = " + refToMove.GetDistance(targetRef))
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If refToMove.GetDistance(targetRef) >= fTooFarDistance
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refToMove.MoveTo(targetRef)
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; Debug.Trace("FailsafeMoveTo: refToMove = " + refToMove + " force-moved to marker")
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Return True
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Else
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Return False
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EndIf
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EndFunction
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Function WaitForReferenceToLoad(ObjectReference ref) Global
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Int maxIterationsToWait = 180
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While ref.Is3DLoaded() == False && maxIterationsToWait > 0
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; Utility.Wait(0.02)
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maxIterationsToWait -= 1
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EndWhile
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EndFunction
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Float Function NormalizeHour(Float fHour) Global
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If fHour >= 24.0
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Return (fHour - 24.0)
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ElseIf fHour < 0.0
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Return (fHour + 24.0)
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Else
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Return fHour
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EndIf
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EndFunction
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Bool Function HourIsInRange(Float fHour, Float fHourStart, Float fHourEnd) Global
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; "Smart" test for fHour being withing a range.
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; Works both with "day" ranges (e.g., 06:00- 20:00) and with "night" ranges (e.g., 21:00-06:00)
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fHour = NormalizeHour(fHour)
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fHourStart = NormalizeHour(fHourStart)
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fHourEnd = NormalizeHour(fHourEnd)
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If fHourStart <= fHourEnd ; Something like 06:00 - 20:00
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Return (fHour >= fHourStart && fHour < fHourEnd)
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Else ; Something like 20:00 - 06:00
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Return (fHour >= fHourStart || fHour < fHourEnd)
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EndIf
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EndFunction
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Function EnableReferenceFormList(FormList referenceList) Global
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Int nItems = referenceList.GetSize()
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Int i = 0
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If nItems < 128 && nItems > 1
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Form[] refArray = referenceList.ToArray()
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While i < nItems
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(refArray[i] as ObjectReference).EnableNoWait()
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i += 1
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EndWhile
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Else
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While i < nItems
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(referenceList.GetAt(i) as ObjectReference).EnableNoWait()
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i += 1
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EndWhile
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EndIf
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EndFunction
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Function DisableReferenceFormList(FormList referenceList) Global
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Int nItems = referenceList.GetSize()
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Int i = 0
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If nItems < 128 && nItems > 1
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Form[] refArray = referenceList.ToArray()
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While i < nItems
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(refArray[i] as ObjectReference).DisableNoWait()
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i += 1
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EndWhile
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Else
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While i < nItems
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(referenceList.GetAt(i) as ObjectReference).DisableNoWait()
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i += 1
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EndWhile
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EndIf
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EndFunction
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Float Function SetActorScale(Actor akActor, Float fNewScale) Global
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; Sets the scale of akActor to fNewScale and returns the old scale.
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; This is a workaround for GetScale() returning the cumulative scale of Race.Height * Actor.Scale for actors.
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; So it results in a messed up scale if the value returned by GetScale() is used to revert the scale change for an actor whose race has a non-1.00 height (for example, HighElfRace)
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Float fOriginalScale = akActor.GetScale()
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akActor.SetScale(fNewScale)
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; Now use the known fNewScale and the return of GetScale() to get the race height coeff, and apply that coeff to fOriginalScale to calculate the true actor's reference scale.
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Return fOriginalScale * fNewScale / akActor.GetScale()
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EndFunction
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Float Function AdjustTimePeriodByEngineTimerError(Float fUnadjustedPeriod) Global
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; In SE, the game time runs slower than the real time by about 2.5/60 second
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Return fUnadjustedPeriod - (2.5 * Math.Floor(fUnadjustedPeriod) / 60.0)
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EndFunction
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Function PrintDebugMessage(String msg) Global
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; Dummy to fix error messages in Papyrus.log about missing function
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EndFunction
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Function PDB(String msg) Global
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; Dummy to fix error messages in Papyrus.log about missing function
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EndFunction
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;=====================================================================================
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; GENERAL NON-GLOBAL FUNCTIONS
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;=====================================================================================
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Function RemoveSilence()
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_00E_SilenceTransitionLowPriority02.Remove()
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_00E_Music_Special_MQ12b_Samael.Remove()
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_00E_SilenceLongTransitionHighPriority.Remove()
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_00E_SilenceTransitionLowPriority.Remove()
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_00E_SilenceTransitionHighPriority.Remove()
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_00E_SilenceAbruptHighPriority.Remove()
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_00E_Music_Special_TavernSilence.Remove()
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AudioCategoryAMB.UnMute()
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AudioCategoryAMBr.UnMute()
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AudioCategorySFX.UnMute()
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EndFunction
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Function RemoveCombatSoundtracks()
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int iIndex = _00E_MUS_AllCombatSoundtracks.GetSize()
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while iIndex > 0
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iIndex -= 1
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MusicType musicToRemove = _00E_MUS_AllCombatSoundtracks.GetAt(iIndex) as MusicType
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musicToRemove.Remove()
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endwhile
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EndFunction
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Function ShowFailedMessage(String companionName = "Jespar")
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if companionName == "Jespar" && _00E_DisableQuestTutorials.GetValueInt() == 0
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_00E_Tutorial_Companions02_Jespar.Show()
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ElseIf _00E_DisableQuestTutorials.GetValueInt() == 0
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_00E_Tutorial_Companions02_Calia.Show()
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EndIf
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EndFunction
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Function ShowBrawlTutorial()
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If _00E_DisableSkillTutorials.GetValueInt() == 0
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Message.ResetHelpMessage("Brawl")
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_00E_Tutorial_Brawl.ShowAsHelpMessage("Brawl", 3, 3, 1)
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EndIf
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EndFunction
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Function PriestHeal()
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{Called in dialoges with priests}
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PlayerREF.RestoreActorValue("Health", PlayerREF.GetAV("Health"))
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_00E_PriestCureDiseases.Cast(PlayerREF, PlayerREF)
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EndFunction
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Function TeleportNPC(Actor NPCToTeleport, ObjectReference TeleportTarget)
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{Teleport an NPC, with animations and FX}
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Weapon weap01 = NPCToTeleport.GetEquippedWeapon(0)
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Weapon weap02 = NPCToTeleport.GetEquippedWeapon(1)
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If weap01 != None
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NPCToTeleport.UnEquipItem(weap01)
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EndIf
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If weap02 != None
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NPCToTeleport.UnEquipItem(weap02)
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EndIf
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NPCToTeleport.PlayIdle(IdleMagic_01)
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_00E_TeleportCastSound.Play(NPCToTeleport)
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Wait(3)
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if NPCToTeleport.GetActorBase().GetSex() == 0
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NPCToTeleport.PlayIdle(IdleT02AscendMale)
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Else
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NPCToTeleport.PlayIdle(IdleT02AscendFemale)
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EndIf
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_00E_MagicProtectionSpellM.Play(NPCToTeleport)
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Wait(4)
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TimeFadeOut01FXS.Play(NPCToTeleport)
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Wait(2)
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_00E_A2_Ghostwalk_TeleportDoneSound.Play(NPCToTeleport)
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ObjectReference TeleportFXMarker = NPCToTeleport.PlaceAtMe(XMarkerHeading, 1)
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TeleportFXMarker.MoveTo(NPCToTeleport, 0.0, 0.0, 100.0)
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ObjectReference FXExplosion = TeleportFXMarker.PlaceAtMe(_00E_TeleportExplosion, 1)
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_00E_NPCTeleportExplosionIMOD.Apply()
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Game.ShakeCamera(afStrength = 0.2)
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NPCToTeleport.MoveTo(TeleportTarget)
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Debug.sendAnimationEvent(NPCToTeleport, "IdleWebEnterInstant")
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NPCToTeleport.setActorValue("Variable03", 5)
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TimeFadeOut01FXS.Stop(NPCToTeleport)
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If NPCToTeleport.Is3DLoaded()
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TimeFadeIn01FXS.Play(NPCToTeleport)
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EndIf
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Wait(0.5)
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NPCToTeleport.playidle(WebIdleExit)
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Wait(1)
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TimeFadeIn01FXS.Stop(NPCToTeleport)
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NPCToTeleport.setActorValue("Variable03", 0)
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If weap01 != None
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NPCToTeleport.EquipItem(weap01)
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EndIf
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If weap02 != None
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NPCToTeleport.EquipItem(weap02)
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EndIf
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Return
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EndFunction
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Function SetAllowIdleChatter(bool bAllow = False)
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if !bAllow
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bAllowIdleChatter = False
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SendModEvent("IdleChatterOff")
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Elseif bAllow
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bAllowIdleChatter = True
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EndIf
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EndFunction
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Function ShowSynergyMessage()
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_00E_Levelsystem_sSynergyDiscovered.Show()
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GiveEP(150)
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If _00E_AchievementsEnabled.GetValueInt() == 1 && !bUnlockedSynergyAchievement
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Steam.UnlockAchievement("END_SYNERGY_01")
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bUnlockedSynergyAchievement = true
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EndIf
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EndFunction
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Function SkipTimeToHour(Float fNewHourOfDay, Float fMinHoursToSkip = 0.0)
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; Progresses the current in-game time to the desired hour (and optionally, by no less than fMinHoursToSkip hours), moving to the next day if needed
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Float fCurHour = GameHour.GetValue()
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If fNewHourOfDay <= fCurHour
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fNewHourOfDay += 24.0 ; Go to the next day
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EndIf
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If (fNewHourOfDay - fCurHour) < fMinHoursToSkip
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fNewHourOfDay += 24.0 ; Go to the next day
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EndIf
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GameHour.SetValue(fNewHourOfDay)
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SendModEvent("TimeSkip")
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EndFunction
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Function SkipHours(Float fHoursToSkip)
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; Progresses the current in-game time by fHoursToSkip hours
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GameHour.SetValue(GameHour.GetValue() + fHoursToSkip)
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SendModEvent("TimeSkip")
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EndFunction
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;=====================================================================================
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; Player Teleport
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;=====================================================================================
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Event OnUpdate()
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Game.EnablePlayerControls()
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EndEvent
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Function TeleportPlayer(ObjectReference TeleportTarget)
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Game.DisablePlayerControls(abCamSwitch = true)
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Wait(3)
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If PlayerREF.IsWeaponDrawn()
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PlayerREF.SheatheWeapon()
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EndIf
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Wait(2)
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TeleportIn()
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PlayerREF.MoveTo(TeleportTarget)
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TeleportOut()
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RefreshFace()
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EndFunction
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Function TeleportIn()
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Game.ForceThirdPerson()
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if Player.GetSex() == 0
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PlayerREF.PlayIdle(IdleT02AscendMale)
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Else
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PlayerREF.PlayIdle(IdleT02AscendFemale)
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EndIf
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|
|
_00E_MagicProtectionSpellM.Play(PlayerREF)
|
|
Wait(2.7)
|
|
TimeFadeOut01FXS.Play(PlayerREF)
|
|
Wait(1.3)
|
|
_00E_TeleportImod.Apply()
|
|
Wait(2)
|
|
|
|
EndFunction
|
|
|
|
Function TeleportOut()
|
|
|
|
_00E_A2_Ghostwalk_TeleportDoneSound.Play(playerREF)
|
|
PlayerREF.PlaceAtMe(_00E_NPCOorbayaTeleportExplosionBlue, 1)
|
|
Debug.sendAnimationEvent(playerREF, "IdleWebEnterInstant")
|
|
PlayerREF.setActorValue("Variable03", 5)
|
|
TimeFadeOut01FXS.Stop(PlayerREF)
|
|
TimeFadeIn01FXS.Play(PlayerREF)
|
|
Wait(0.5)
|
|
PlayerREF.playidle(WebIdleExit)
|
|
TimeFadeIn01FXS.Stop(PlayerREF)
|
|
PlayerREF.setActorValue("Variable03", 0)
|
|
PlayerREF.DrawWeapon()
|
|
Wait(3)
|
|
Debug.SendAnimationEvent(PlayerREF, "IdleForceDefaultState")
|
|
PlayerREF.PlayIdle(IdleForceDefaultState)
|
|
PlayerREF.setActorValue("Variable03", 0)
|
|
Game.EnablePlayerControls()
|
|
_FS_Phasmalist_ControlQuest.MoveApparitionToPlayer()
|
|
RegisterForSingleUpdate(2)
|
|
|
|
EndFunction
|
|
|
|
;=====================================================================================
|
|
; FADE TO BLACK
|
|
;=====================================================================================
|
|
|
|
Function FadeToBlackAndBack()
|
|
|
|
FadeToBlackIMOD.Apply()
|
|
Wait(2.8)
|
|
FadeToBlackIMOD.PopTo(FadeToBlackHoldIMOD)
|
|
Wait(1.9)
|
|
FadeToBlackHoldIMOD.PopTo(FadeToBlackBackIMOD)
|
|
|
|
EndFunction
|
|
|
|
Function FadeToBlack()
|
|
|
|
FadeToBlackIMOD.Apply()
|
|
Wait(2.8)
|
|
FadeToBlackIMOD.PopTo(FadeToBlackHoldImod)
|
|
|
|
EndFunction
|
|
|
|
Function FadeToBlackBack()
|
|
|
|
FadeToBlackHoldImod.PopTo(FadeToBlackBackImod)
|
|
|
|
EndFunction
|
|
|
|
;=====================================================================================
|
|
; FAKEHEADTRACK (unused?)
|
|
;=====================================================================================
|
|
|
|
function FakeHeadtrackStart()
|
|
|
|
_00E_HeadtrackGlobal.SetValueInt(1)
|
|
game.SetPlayerAIDriven(true)
|
|
game.DisablePlayerControls(true, true, true, true, true, true, true, false, 0)
|
|
PlayerREF.AddPerk(_00E_VisionPerk)
|
|
UpdateSpeed(PlayerREF)
|
|
Wait(0.500000)
|
|
PlayerREF.RemoveSpell(_00E_Vision_UpdateAb)
|
|
|
|
endFunction
|
|
|
|
function FakeHeadtrackEnd()
|
|
|
|
_00E_HeadtrackGlobal.SetValueInt(0)
|
|
game.EnablePlayerControls(true, true, true, true, true, true, true, true, 0)
|
|
game.SetPlayerAIDriven(false)
|
|
PlayerREF.RemovePerk(_00E_VisionPerk)
|
|
UpdateSpeed(PlayerREF)
|
|
Wait(0.500000)
|
|
|
|
endFunction
|
|
|
|
;=====================================================================================
|
|
; VISION
|
|
;=====================================================================================
|
|
|
|
function EndVision(bool ScenePlaying, Scene RunningScene = None)
|
|
|
|
If PlayerREF.HasSpell(_00E_Vision_TimeSpell)
|
|
PlayerREF.RemoveSpell(_00E_Vision_TimeSpell)
|
|
ElseIf PlayerREF.HasSpell(_00E_Vision_NoTimeSpell)
|
|
PlayerREF.RemoveSpell(_00E_Vision_NoTimeSpell)
|
|
ElseIf PlayerREF.HasSpell(_00E_Vision_NoTimeSubtleSpell)
|
|
PlayerREF.RemoveSpell(_00E_Vision_NoTimeSubtleSpell)
|
|
EndIf
|
|
VisionLight.Delete()
|
|
If ScenePlaying == True && RunningScene.IsPlaying()
|
|
RunningScene.Stop()
|
|
EndIf
|
|
PlayerREF.MoveTo(PlayerVisionStartMarker)
|
|
|
|
endFunction
|
|
|
|
Function VisionEffectTimestop(bool bSilent = False, bool bCustomImod = False, bool bCustomMusic = False)
|
|
|
|
If bCustomImod == False
|
|
_00E_VisionStartTimestopIMOD.Apply()
|
|
_00E_VisionImod.ApplyCrossFade(0.25)
|
|
EndIf
|
|
|
|
PlayerREF.AddSpell(_00E_Vision_TimeSpell, False)
|
|
|
|
if !bCustomMusic
|
|
_00E_SilenceAbruptHighPriority.Add()
|
|
EndIf
|
|
|
|
MagRacialBattlecryFire.Play(PlayerREF)
|
|
fPlayerSpeedBeforeVision = PlayerREF.GetActorValue("SpeedMult")
|
|
PlayerREF.SetActorValue("SpeedMult", 35)
|
|
UpdateSpeed(PlayerREF)
|
|
|
|
If !bSilent
|
|
VisionSound = _00E_VisionLPM.Play(PlayerREF)
|
|
EndIf
|
|
|
|
_00E_VisionShaderParticles.Apply(0.5)
|
|
AudioCategoryFST.Mute()
|
|
|
|
PlayerREF.SetGhost(True)
|
|
|
|
PlayerVisionStartMarker = PlayerREF.PlaceAtMe(XMarker as form, 1, false, false)
|
|
PlayerVisionFailsaveMarker.MoveTo(PlayerREF)
|
|
Game.DisablePlayerControls(false, true, true, false, true, false, true, false)
|
|
Game.ForceFirstPerson()
|
|
Game.ShowFirstPersonGeometry(False)
|
|
Wait(0.100000)
|
|
|
|
EndFunction
|
|
|
|
Function VisionEffectTimestopStop(bool bMovementHasBeenLocked = False)
|
|
|
|
float fSpeedMultBefore = PlayerREF.GetAV("speedMult")
|
|
|
|
PlayerREF.SetGhost(False)
|
|
Game.DisablePlayerControls()
|
|
PlayerREF.SetActorValue("SpeedMult", PlayerSpeed)
|
|
PlayerREF.SetGhost(False)
|
|
AudioCategoryFST.UnMute()
|
|
UpdateSpeed(PlayerREF)
|
|
Game.ShowFirstPersonGeometry(True)
|
|
|
|
If !bMovementHasBeenLocked
|
|
If PlayerVisionFailsaveMarker.GetDistance(PlayerREF) <= 1000
|
|
PlayerREF.MoveTo(PlayerVisionStartMarker)
|
|
Elseif PlayerVisionFailsaveMarker.GetDistance(PlayerREF) >= 1000
|
|
PlayerREF.MoveTo(PlayerVisionFailsaveMarker)
|
|
EndIf
|
|
EndIf
|
|
|
|
PlayerREF.SetGhost(False)
|
|
Sound.StopInstance(VisionSound)
|
|
MAGConjurePortalClose.Play(PlayerREF)
|
|
_00E_SilenceAbruptHighPriority.Remove()
|
|
PlayerREF.RemoveSpell(_00E_Vision_TimeSpell)
|
|
_00E_VisionShaderParticles.Remove(0.5)
|
|
_00E_VisionEndImod.ApplyCrossFade(1)
|
|
Wait(0.5)
|
|
PlayerREF.SetAV("speedMult", fPlayerSpeedBeforeVision)
|
|
|
|
If PlayerREF.GetAV("speedMult") < 50
|
|
PlayerREF.SetAV("speedMult", 100)
|
|
EndIf
|
|
|
|
UpdateSpeed(PlayerREF)
|
|
Game.EnablePlayerControls()
|
|
Game.SetPlayerAIDriven(0)
|
|
Game.ShowFirstPersonGeometry(True)
|
|
_00E_SilenceAbruptHighPriority.Remove()
|
|
|
|
EndFunction
|
|
|
|
Function VisionEffectNoTimestop(Formlist RefsInvolved, Formlist ActorsToFreeze, bool bCustomMusic = False)
|
|
|
|
Game.ShowFirstPersonGeometry(False)
|
|
PlayerREF.SetAlpha(0.1)
|
|
PlayerREF.AddPerk(_00E_VisionPerk)
|
|
UpdateSpeed(PlayerREF)
|
|
MagRacialBattlecryFire.Play(PlayerREF)
|
|
|
|
if !bCustomMusic
|
|
_00E_SilenceAbruptHighPriority.Add()
|
|
EndIf
|
|
|
|
AudioCategoryFST.Mute()
|
|
PlayerVisionStartMarker = PlayerREF.PlaceAtMe(XMarker as form, 1, false, false)
|
|
PlayerVisionFailsaveMarker.MoveTo(PlayerREF)
|
|
PlayerREF.SetGhost(True)
|
|
VisionSound = _00E_VisionLPM.Play(PlayerREF)
|
|
_00E_VisionStartImod.Apply()
|
|
|
|
If PlayerREF.IsInInterior()
|
|
_00E_VisionShaderParticles.Apply(0.5)
|
|
EndIf
|
|
|
|
if RefsInvolved != None
|
|
int iIndex = RefsInvolved.GetSize()
|
|
|
|
while iIndex > 0
|
|
iIndex -= 1
|
|
Actor VisionREF = RefsInvolved.GetAt(iIndex) as Actor
|
|
if VisionREF.IsDisabled()
|
|
VisionREF.EnableNoWait()
|
|
EndIf
|
|
VisionRef.SetAlpha(0.5)
|
|
MS04MemoryFXBody01VFX.Play(VisionREF)
|
|
EndWhile
|
|
endif
|
|
|
|
if ActorsToFreeze != None
|
|
int iIndex02 = ActorsToFreeze.GetSize()
|
|
|
|
while iIndex02 > 0
|
|
iIndex02 -= 1
|
|
Actor FreezeREF = ActorsToFreeze.GetAt(iIndex02) as Actor
|
|
FreezeREF.EnableAI(False)
|
|
EndWhile
|
|
endif
|
|
|
|
_00E_MQ16_VisionIMOD.Remove()
|
|
_00E_VisionImod.ApplyCrossFade(1)
|
|
|
|
EndFunction
|
|
|
|
Function VisionEffectNoTimestopStop(Formlist RefsInvolved, Formlist ActorsToFreeze, bool bHasBeenRestrained = False)
|
|
|
|
PlayerREF.SetAlpha(1.0)
|
|
Game.ShowFirstPersonGeometry(True)
|
|
|
|
If !bHasBeenRestrained
|
|
If PlayerVisionFailsaveMarker.GetDistance(PlayerREF) <= 1000
|
|
PlayerREF.MoveTo(PlayerVisionStartMarker)
|
|
Elseif PlayerVisionFailsaveMarker.GetDistance(PlayerREF) >= 1000
|
|
PlayerREF.MoveTo(PlayerVisionFailsaveMarker)
|
|
EndIf
|
|
EndIf
|
|
|
|
_00E_VisionEndImod.ApplyCrossFade(1)
|
|
If PlayerREF.IsInInterior()
|
|
_00E_VisionShaderParticles.Remove(0.5)
|
|
EndIf
|
|
|
|
if RefsInvolved != None
|
|
int iIndex = RefsInvolved.GetSize()
|
|
|
|
while iIndex > 0
|
|
iIndex -= 1
|
|
Actor VisionREF = RefsInvolved.GetAt(iIndex) as Actor
|
|
MS04MemoryFXBody01VFX.Stop(VisionREF)
|
|
VisionRef.SetAlpha(1)
|
|
EndWhile
|
|
endif
|
|
|
|
if ActorsToFreeze != None
|
|
int iIndex02 = ActorsToFreeze.GetSize()
|
|
|
|
while iIndex02 > 0
|
|
iIndex02 -= 1
|
|
Actor FreezeREF = ActorsToFreeze.GetAt(iIndex02) as Actor
|
|
FreezeREF.EnableAI(True)
|
|
EndWhile
|
|
endif
|
|
|
|
AudioCategoryFST.UnMute()
|
|
PlayerREF.SetGhost(False)
|
|
Sound.StopInstance(VisionSound)
|
|
MAGConjurePortalClose.Play(PlayerREF)
|
|
_00E_SilenceAbruptHighPriority.Remove()
|
|
PlayerREF.RemovePerk(_00E_VisionPerk)
|
|
|
|
If PlayerREF.GetAV("speedMult") < 50
|
|
PlayerREF.SetAV("speedMult", 100)
|
|
EndIf
|
|
|
|
UpdateSpeed(PlayerREF)
|
|
_00E_MQ16_VisionIMOD.Remove()
|
|
_00E_VisionImod.Remove()
|
|
|
|
EndFunction
|
|
|
|
Function UpdateSpeed(Actor SpeedUpdateActor)
|
|
|
|
If SpeedUpdateActor.HasSpell(_00E_Vision_UpdateAb)
|
|
SpeedUpdateActor.RemoveSpell(_00E_Vision_UpdateAb)
|
|
EndIf
|
|
|
|
SpeedUpdateActor.AddSpell(_00E_Vision_UpdateAb, False)
|
|
Wait(0.1)
|
|
SpeedUpdateActor.RemoveSpell(_00E_Vision_UpdateAb)
|
|
|
|
EndFunction
|
|
|
|
;=====================================================================================
|
|
; AREMOVE ITEMS SAFE
|
|
;=====================================================================================
|
|
|
|
Function RemoveAllItemsSafeVersion(ObjectReference TransferToLoc = NONE)
|
|
If Gold001 == NONE || _00E_AllAmmos == NONE
|
|
Return
|
|
EndIf
|
|
|
|
RemoveItemsIncrementally(Gold001, TransferToLoc)
|
|
Form[] arrows = _00E_AllAmmos.ToArray()
|
|
Int i = 0
|
|
While i < arrows.Length
|
|
RemoveItemsIncrementally(arrows[i], TransferToLoc)
|
|
i += 1
|
|
EndWhile
|
|
|
|
If TransferToLoc == NONE
|
|
PlayerREF.removeAllItems(_00E_RemoveAllItems_TrashContainer, abRemoveQuestItems = false)
|
|
_00E_RemoveAllItems_TrashContainer.removeAllItems()
|
|
Else
|
|
PlayerREF.RemoveAllItems(akTransferTo = TransferToLoc, abRemoveQuestItems = true)
|
|
EndIf
|
|
EndFunction
|
|
|
|
Function RemoveItemsIncrementally(Form akItem, ObjectReference TransferToLoc)
|
|
Int nCount = PlayerREF.GetItemCount(akItem)
|
|
If nCount > 3000000 && akItem == Gold001
|
|
_00E_PleaseRemoveMoney.Show()
|
|
EndIf
|
|
While nCount > 0
|
|
PlayerREF.RemoveItem(akItem, 10000, true, TransferToLoc)
|
|
nCount -= 10000
|
|
EndWhile
|
|
EndFunction
|
|
|
|
;=====================================================================================
|
|
; ADDED IN FORGOTTEN STORIES
|
|
;=====================================================================================
|
|
|
|
Function SlowMotion(float fDuration = 5.0, bool bSound = true)
|
|
|
|
PlayerREF.AddSpell(_00E_FS_NQR05_SlowMotionSP, False)
|
|
|
|
if bSound
|
|
_00E_FS_NQR05_SlowMotion_IntroM.Play(PlayerREF)
|
|
endif
|
|
|
|
Wait(fDuration)
|
|
|
|
if bSound
|
|
_00E_FS_NQR05_SlowMotion_OutroM.Play(PlayerREF)
|
|
endif
|
|
|
|
PlayerREF.RemoveSpell(_00E_FS_NQR05_SlowMotionSP)
|
|
|
|
EndFunction
|
|
|
|
Function UnsummonApparitionIfExists() Global
|
|
|
|
_FS_Phasmalist_ControlQuest.UnsummonApparitionIfExists()
|
|
|
|
EndFunction
|
|
|
|
Function EndWerewolfModeWhenTransformed() Global
|
|
|
|
; This function ends the werewolf mode if the player is currently transformed, with no penalties.
|
|
_FS_TheriantrophistControlQuest.TransformBackIfTransformed()
|
|
; Links to Theriantrophist script.
|
|
|
|
EndFunction
|
|
|
|
Function SetNPCAsCompanion(Actor akActor, bool bCompanion = True, int iCompanionHealth = 100, int iCompanionStamina = 100, int iCompanionMagicka = 100) Global
|
|
;Sets an NPC as companion, showing his health bar, making him friendly, unflagging him as ghost. Does the opposite when bCompanion is set to false.
|
|
;Additionally sets the AVs Health, Stamina, Magicka for the NPC companion
|
|
|
|
If bCompanion
|
|
|
|
akActor.SetRelationshipRank(Game.GetForm(0x14) as Actor, 3)
|
|
akActor.SetGhost(False)
|
|
akActor.getActorbase().SetEssential(true) ; just in case, had trouble with FS_NQR05
|
|
akActor.SetPlayerTeammate(True)
|
|
akActor.IgnoreFriendlyHits()
|
|
akActor.SetActorValue("Health", iCompanionHealth)
|
|
akActor.SetActorValue("Stamina", iCompanionStamina)
|
|
akActor.SetActorValue("Magicka", iCompanionMagicka)
|
|
HealthBarManager.Show(akActor)
|
|
|
|
Else
|
|
|
|
akActor.SetGhost(True)
|
|
akActor.getActorbase().SetEssential(true) ; just in case, had trouble with FS_NQR05
|
|
akActor.ResetHealthAndLimbs()
|
|
akActor.SetPlayerTeammate(False)
|
|
akActor.IgnoreFriendlyHits(False)
|
|
HealthBarManager.Hide(akActor)
|
|
|
|
EndIf
|
|
|
|
EndFunction
|
|
|
|
Function StartVoicedLetter(MusicType MTVoicedLetter)
|
|
|
|
MTToRemove = MTVoicedLetter
|
|
RegisterForMenu("Book Menu")
|
|
MTVoicedLetter.Add()
|
|
|
|
EndFunction
|
|
|
|
Event OnMenuClose(String MenuName)
|
|
|
|
If MenuName == "Book Menu"
|
|
MTToRemove.Remove()
|
|
UnregisterForMenu("Book Menu")
|
|
EndIf
|
|
|
|
EndEvent
|
|
|
|
|
|
; SKILL BOOKS
|
|
|
|
Message Property _00E_SkillbookWarning Auto
|
|
|
|
Bool _SkillBookReadLocked = False
|
|
|
|
Function _ReadSkillBook(String skillName, Int skillTopLimit, Form bookItem, Message msgSkillIncrease, GlobalVariable availablePoints, Message msgNoPoints)
|
|
Message failMsg = None
|
|
|
|
While _SkillBookReadLocked
|
|
WaitMenuMode(0.1)
|
|
EndWhile
|
|
_SkillBookReadLocked = True
|
|
|
|
; DO NOT FORGET TO FALSE _SkillBookReadLocked ON RETURN
|
|
|
|
If availablePoints.GetValue() >= 1
|
|
Int curSkill = PlayerREF.GetBaseActorValue(skillName) as Int
|
|
|
|
If curSkill >= skillTopLimit
|
|
failMsg = _00E_Levelsystem_sSkillTooWellDeveloped
|
|
ElseIf curSkill >= (skillTopLimit - 25) || (_00E_SkillbookWarning.Show() == 0) ; If cur. skill is within the book's limit or the player says "Yes"
|
|
; Do skill increase
|
|
curSkill += 1
|
|
PlayerREF.SetActorValue(skillName, curSkill)
|
|
availablePoints.Mod(-1)
|
|
_SkillBookReadLocked = False
|
|
msgSkillIncrease.Show(1, curSkill)
|
|
Return
|
|
EndIf
|
|
Else ; availablePoints < 1
|
|
failMsg = msgNoPoints
|
|
EndIf
|
|
|
|
; Processing failed read
|
|
_SkillBookReadLocked = False
|
|
|
|
If failMsg != None
|
|
failMsg.Show()
|
|
EndIf
|
|
|
|
PlayerREF.AddItem(bookItem, 1, True)
|
|
EndFunction
|
|
|
|
Function ReadPrimarySkillBook(String skillName, Int skillTopLimit, Form bookItem, Message msgSkillIncrease)
|
|
_ReadSkillBook(skillName, skillTopLimit, bookItem, msgSkillIncrease, Lernpunkte, _00E_Levelsystem_sNoMoreLearningPoints)
|
|
EndFunction
|
|
|
|
Function ReadCraftingSkillBook(String skillName, Int skillTopLimit, Form bookItem, Message msgSkillIncrease)
|
|
_ReadSkillBook(skillName, skillTopLimit, bookItem, msgSkillIncrease, Handwerkspunkte, _00E_Levelsystem_sNoMoreCraftingPoints)
|
|
EndFunction
|
|
|
|
Function ReadMemorySkillBook(String sClass, Int iTier, Message talentMessage, float fRecoveryTime02, float fRecoveryTime03, Potion PotionItem, Shout TaughtTalent, WordOfPower Word01, WordOfPower Word02, WordOfPower Word03, Perk Perk01, Perk Perk02, Perk Perk03)
|
|
While _MemoryBookReadLocked
|
|
WaitMenuMode(0.1)
|
|
EndWhile
|
|
_MemoryBookReadLocked = True
|
|
|
|
int iButton = talentMessage.Show()
|
|
|
|
if iButton == 0
|
|
|
|
if iTier == 1
|
|
iRequiredPoints = iPointRequirementTier01
|
|
Elseif iTier == 2
|
|
iRequiredPoints = iPointRequirementTier02
|
|
Else
|
|
iRequiredPoints = iPointRequirementTier03
|
|
EndIf
|
|
|
|
if RequirementsMetMemoryBook(iTier, Perk01, Perk02, Perk03, sClass)
|
|
TeachTalent(iTier, TaughtTalent, Perk01, Perk02, Perk03, Word01, Word02, Word03, fRecoveryTime02, fRecoveryTime03)
|
|
Else
|
|
|
|
if bValidSkilllevel
|
|
|
|
Message messageToShow = _00E_FS_A3_sMageClassName
|
|
|
|
if sClass == "Rogue"
|
|
messageToShow = _00E_FS_A3_sRogueClassName
|
|
Elseif sClass == "Warrior"
|
|
messageToShow = _00E_FS_A3_sWarriorClassName
|
|
EndIf
|
|
Debug.Notification(_00E_FS_A3_sYouNeedSkillpoints.GetName() + " " + iRequiredPoints + _00E_FS_A3_sIn.GetName() + messageToShow.GetName() + _00E_FS_A3_sToUnlockThisClass.GetName())
|
|
|
|
EndIf
|
|
|
|
PlayerREF.AddItem(PotionItem, 1, true)
|
|
|
|
EndIf
|
|
_MemoryBookReadLocked = False
|
|
|
|
Else
|
|
|
|
PlayerREF.AddItem(PotionItem, 1, true)
|
|
_MemoryBookReadLocked = False
|
|
Return
|
|
|
|
EndIf
|
|
EndFunction
|
|
|
|
bool Function RequirementsMetMemoryBook(int iTier, Perk Perk01, Perk Perk02, Perk Perk03, string sClass)
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Formlist ClassFormList01
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Formlist ClassFormList02
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Formlist ClassFormList03
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if (iTier == 3 && !PlayerREF.HasPerk(Perk02)) || (iTier == 2 && !PlayerREF.HasPerk(Perk01))
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_00E_FS_A3_NeedToLearnOtherLevels.Show()
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bValidSkilllevel = False
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Return False
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Elseif (iTier == 1 && PlayerREF.HasPerk(Perk01)) || (iTier == 2 && PlayerREF.HasPerk(Perk02)) || (iTier == 3 && PlayerREF.HasPerk(Perk03))
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_00E_FS_A3_AlreadyKnowThisLevel.Show()
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bValidSkilllevel = False
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Return False
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Else
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bValidSkilllevel = True
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if sClass == "Rogue"
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ClassFormList01 = EspionagePerks
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ClassFormList02 = TrickeryPerks
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ClassFormList03 = VagabondPerks
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Elseif sClass == "Warrior"
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ClassFormList01 = BastionPerks
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ClassFormList02 = DerwishPerks
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ClassFormList03 = RagePerks
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Elseif sClass == "Mage"
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ClassFormList01 = ElementalismPerks
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ClassFormList02 = LifeAndDeathPerks
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ClassFormList03 = ManipulationPerks
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EndIf
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int iTotalPointsInRequiredClass = (PlayerSkillMenu.GetPointsInClass(ClassFormList01) + PlayerSkillMenu.GetPointsInClass(ClassFormList02) + PlayerSkillMenu.GetPointsInClass(ClassFormList03))
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if iTotalPointsInRequiredClass >= iRequiredPoints
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Return True
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Else
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Return False
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EndIf
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EndIf
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EndFunction
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Function TeachTalent(int iLevel, Shout TaughtTalent, Perk Perk01, Perk Perk02, Perk Perk03, WordOfPower Word01, WordOfPower Word02, WordOfPower Word03, float fRecoveryTime02, float fRecoveryTime03)
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if iLevel == 1
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PlayerREF.AddPerk(Perk01)
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PlayerREF.AddShout(TaughtTalent)
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Game.UnlockWord(Word01)
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Game.TeachWord(Word01)
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Elseif iLevel == 2
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PlayerREF.AddPerk(Perk02)
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Game.UnlockWord(Word02)
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Game.TeachWord(Word02)
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SetRecoveryTimeMemoryBook(2, TaughtTalent, fRecoveryTime02, fRecoveryTime03)
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Else
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PlayerREF.AddPerk(Perk03)
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Game.UnlockWord(Word03)
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Game.TeachWord(Word03)
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SetRecoveryTimeMemoryBook(3, TaughtTalent, fRecoveryTime02, fRecoveryTime03)
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EndIf
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TalentPoints.Mod(-1)
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If _00E_AchievementsEnabled.GetValueInt() == 1
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Steam.UnlockAchievement("END_TALENT_BOOK_01")
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EndIf
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EndFunction
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Function SetRecoveryTimeMemoryBook(int iWord, Shout TaughtTalent, float fRecoveryTime02, float fRecoveryTime03)
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{This function handles the issue of cooldowns not depending on the value in the CK but on the duration the player presses the [Shout] key on his keyboard.}
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If iWord == 2
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TaughtTalent.SetNthRecoveryTime(0, fRecoveryTime02)
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TaughtTalent.SetNthRecoveryTime(1, fRecoveryTime02)
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Else
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TaughtTalent.SetNthRecoveryTime(0, fRecoveryTime03)
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TaughtTalent.SetNthRecoveryTime(1, fRecoveryTime03)
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TaughtTalent.SetNthRecoveryTime(2, fRecoveryTime03)
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EndIf
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EndFunction
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; EQUIPPING SETS
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Function OnArmorSetBonusAdded(Bool bFullSet)
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Sound.SetInstanceVolume(MAGIllusionCharm.Play(PlayerREF), 0.4) ; Play MAGIllusionCharm at lower volume
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If bFullSet && bSetAchievementUnlocked == False && _00E_AchievementsEnabled.GetValueInt() == 1
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Steam.UnlockAchievement("END_SET_01")
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bSetAchievementUnlocked = True
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EndIf
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EndFunction
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Function OnArmorSetBonusRemoved()
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_00E_ArmorSetScript_sSetBonusRemoved.Show()
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EndFunction
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Float fDefaultHeadTrackTimerOldValue = 0.0
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Float fStayHeadTrackTimerOldValue = 0.0
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Function StopRandomHeadTracking()
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; Raise "change headtrack target" timers a lot so the NPCs would stare at what the scene tells them, without randomly switching to the player or other NPCs
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If fDefaultHeadTrackTimerOldValue == 0.0
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fDefaultHeadTrackTimerOldValue = Game.GetGameSettingFloat("fAIHoldDefaultHeadTrackTimer")
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Game.SetGameSettingFloat("fAIHoldDefaultHeadTrackTimer", 1000.0)
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EndIf
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If fStayHeadTrackTimerOldValue == 0.0
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fStayHeadTrackTimerOldValue = Game.GetGameSettingFloat("fAIStayonScriptHeadtrack")
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Game.SetGameSettingFloat("fAIStayonScriptHeadtrack", 1000.0)
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EndIf
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EndFunction
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Function ResumeRandomHeadTracking()
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If fDefaultHeadTrackTimerOldValue > 0.0
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Game.SetGameSettingFloat("fAIHoldDefaultHeadTrackTimer", fDefaultHeadTrackTimerOldValue)
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fDefaultHeadTrackTimerOldValue = 0.0
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EndIf
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If fStayHeadTrackTimerOldValue > 0.0
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Game.SetGameSettingFloat("fAIStayonScriptHeadtrack", fStayHeadTrackTimerOldValue)
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fStayHeadTrackTimerOldValue = 0.0
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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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int Property iMajorClassIndex Auto Conditional Hidden
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int Property iMinorClassIndex Auto Conditional Hidden
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bool Property bAllowIdleChatter = True Auto Conditional Hidden ; Set this to true when NPCs shouldn't Idle around
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float Property fPlayerSpeedBeforeVision Auto Hidden
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float Property fCameraMaxDistance Auto Hidden
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float Property fBaseGravity Auto Hidden
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;Actor akPlayerCopy
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Sound Property _00E_FS_NQR05_SlowMotion_IntroM Auto
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Sound Property _00E_FS_NQR05_SlowMotion_OutroM Auto
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ActorBase Property _00E_MC_Jespar Auto
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ActorBase Property _00E_MC_Calia Auto
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ActorBase Property _00E_SC_Tharael Auto
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ActorBase Property _00E_SC_Dijaam Auto
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ActorBase Property _00E_MQ11c_Ryneus Auto
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ActorBase Property _00E_CapitalCityMaelGroschenfrst Auto
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ActorBase Property _00E_MC_Yuslan Auto
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ActorBase Property _00E_FS_NQ02_Esme Auto
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GlobalVariable Property SympathyTharael Auto
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GlobalVariable Property SympathyJespar Auto
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GlobalVariable Property SympathyDijaam Auto
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GlobalVariable Property SympathyMaelGroschenfuerst Auto
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GlobalVariable Property SympathyCalia Auto
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GlobalVariable Property SympathyYuslan Auto
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GlobalVariable Property SympathyEsme Auto
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GlobalVariable Property CaliaFlirtCounter Auto
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GlobalVariable Property DijaamFlirtCounter Auto
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GlobalVariable Property JesparFlirtCounter Auto
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GlobalVariable Property TharaelFlirtCounter Auto
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GlobalVariable Property _00E_AchievementsEnabled Auto
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ReferenceAlias Property Levelsystem_SympathyActor Auto
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Formlist Property _00E_AllAmmos Auto
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MiscObject Property Gold001 Auto
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Message Property _00E_PleaseRemoveMoney Auto
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GlobalVariable Property GameHour Auto
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;--------------------------------------VISION-----------------------------------
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float PlayerSpeed
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int VisionSound
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Perk Property _00E_VisionPerk Auto
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SoundCategory Property AudioCategoryFST Auto
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VisualEffect Property MS04MemoryFXBody01VFX Auto
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ImageSpaceModifier Property _00E_VisionStartImod Auto
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ImageSpaceModifier Property _00E_VisionIMOD Auto
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ImageSpaceModifier Property _00E_VisionEndImod Auto
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Sound Property _00E_VisionLPM Auto
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Sound Property MagRacialBattlecryFire Auto
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Sound Property MAGConjurePortalClose Auto
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Spell Property _00E_Vision_UpdateAb Auto
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MusicType Property _00E_SilenceTransitionLowPriority02 Auto
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MusicType Property _00E_Music_Special_MQ12b_Samael Auto
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MusicType Property _00E_SilenceLongTransitionHighPriority Auto
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MusicType Property _00E_SilenceTransitionLowPriority Auto
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MusicType Property _00E_SilenceTransitionHighPriority Auto
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MusicType Property _00E_SilenceAbruptHighPriority Auto
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MusicType Property _00E_Music_Special_TavernSilence Auto
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Formlist Property _00E_MUS_AllCombatSoundtracks Auto
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;--------------------------------------LEVELSYSTEM-----------------------------------
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GlobalVariable Property Handwerkspunkte auto
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GlobalVariable Property SympathyRyneus auto
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GlobalVariable Property Lernpunkte auto
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GlobalVariable Property TalentPoints auto
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GlobalVariable Property _00E_DisableQuestTutorials Auto
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GlobalVariable Property _00E_DisableSkillTutorials Auto
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Keyword Property BrawlKeyword Auto
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Message Property _00E_FS_A3_sYouNeedSkillpoints Auto
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Message Property _00E_FS_A3_sIn Auto
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Message Property _00E_FS_A3_sToUnlockThisClass Auto
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Message Property _00E_FS_A3_sWarriorClassName Auto
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Message Property _00E_FS_A3_sRogueClassName Auto
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Message Property _00E_FS_A3_sMageClassName Auto
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Message Property _00E_FS_A3_NeedToLearnOtherLevels Auto
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Message Property _00E_FS_A3_AlreadyKnowThisLevel Auto
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int iPointRequirementTier01 = 5
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int iPointRequirementTier02 = 10
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int iPointRequirementTier03 = 15
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int iRequiredPoints
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bool bValidSkilllevel
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Formlist Property EspionagePerks Auto
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Formlist Property TrickeryPerks Auto
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Formlist Property VagabondPerks Auto
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Formlist Property BastionPerks Auto
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Formlist Property DerwishPerks Auto
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Formlist Property RagePerks Auto
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Formlist Property ElementalismPerks Auto
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Formlist Property LifeAndDeathPerks Auto
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Formlist Property ManipulationPerks Auto
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_00E_Game_SkillmenuSC Property PlayerSkillMenu Auto
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Bool _MemoryBookReadLocked = False
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;-------------------------------------TELEPORT SCRIPT-----------------------------------
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VisualEffect Property MGTeleportInEffect Auto
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Actor Property PlayerREF Auto
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ActorBase Property Player Auto
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EffectShader Property TimeFadeOut01FXS Auto
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EffectShader Property TimeFadeIn01FXS Auto
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Explosion Property _00E_TeleportExplosion Auto
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Explosion Property _00E_NPCOorbayaTeleportExplosionBlue Auto
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Idle Property WebIdleExit Auto
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Idle Property IdleT02AscendMale Auto
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Idle Property IdleT02AscendFemale Auto
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Idle Property IdleForceDefaultState Auto
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Static Property XMarkerHeading Auto
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Sound Property _00E_MagicProtectionSpellM Auto
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Sound Property _00E_A2_Ghostwalk_TeleportDoneSound Auto
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Sound Property _00E_TeleportCastSound Auto
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Message Property _00E_Tutorial_Brawl Auto
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Message Property _00E_Tutorial_Companions02_Jespar Auto
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Message Property _00E_Tutorial_Companions02_Calia Auto
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Message Property _00E_Levelsystem_sApproves Auto
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Message Property _00E_Levelsystem_sAppreciates Auto
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Message Property _00E_Levelsystem_sAppreciatesALot Auto
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Message Property _00E_Levelsystem_sDislikes Auto
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Message Property _00E_Levelsystem_sHurt Auto
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Message Property _00E_Levelsystem_sVeryHurt Auto
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Message Property _00E_Levelsystem_sDoesNotTrust Auto
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Message Property _00E_Levelsystem_sExtremelyHurt Auto
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Message Property _00E_Levelsystem_sIsHurt Auto
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Message Property _00E_Levelsystem_sSynergyDiscovered Auto
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Message Property _00E_Levelsystem_sNoMoreCraftingPoints Auto
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Message Property _00E_Levelsystem_sNoMoreLearningPoints Auto
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Message Property _00E_Levelsystem_sSkillTooWellDeveloped Auto
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Message Property _00E_Levelsystem_sSkillBy Auto
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Message Property _00E_Levelsystem_sSkillTo Auto
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Message Property _00E_Levelsystem_sSkillFrom Auto
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Message Property _00E_Levelsystem_sSkillIncreased Auto
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Message Property _00E_Levelsystem_sAbilityEnemyLevelTooHigh Auto
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Message Property _00E_Levelsystem_sAbilityEnemyHasToBeAlive Auto
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Message Property _00E_Levelsystem_sEnemyHasToBeDead Auto
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Message Property _00E_Levelsystem_sAbilityEnemyTooFarAway Auto
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Message Property _00E_Levelsystem_sAbilityTargetImmune Auto
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Message Property _00E_Levelsystem_sAbilityMarkingRemoved Auto
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Message Property _00E_Levelsystem_sEnemyMarked Auto
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Message Property _00E_Levelsystem_sAbilityStanceStarted Auto
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Message Property _00E_Levelsystem_sAbilityStanceEnded Auto
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Message Property _00E_Levelsystem_sAbilityStanceQyrai Auto
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Message Property _00E_Levelsystem_sAbilityStanceSkaragg Auto
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Message Property _00E_Levelsystem_sEnemyAlreadyMarked Auto
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Message Property _00E_Levelsystem_sEldritchBloodVictimMarked Auto
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Message Property _00E_Levelsystem_sEldritchBloodAttackTargetMarked Auto
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Message Property _00E_Levelsystem_sEldritchBloodAttackVictimMarkingRemoved Auto
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Message Property _00E_Levelsystem_sEldritchBloodVictimMarkingRemoved Auto
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Message Property _00E_Levelsystem_sGhostwalkEnemyTooCloseToWall Auto
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ObjectReference Property PlayerVisionStartMarker Auto Hidden
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ObjectReference Property PlayerVisionFailsaveMarker Auto Hidden
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ObjectReference Property VisionLight Auto Hidden
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ObjectReference Property _00E_RemoveAllItems_TrashContainer Auto
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Idle Property IdleMagic_01 Auto
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Spell Property _00E_Vision_NoTimeSpell Auto
|
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Spell Property _00E_Vision_NoTimeSubtleSpell Auto
|
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Spell Property _00E_Vision_TimeSpell Auto
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Spell Property _00E_PriestCureDiseases Auto
|
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Spell Property _00E_FS_NQR05_SlowMotionSP Auto
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GlobalVariable Property _00E_HeadtrackGlobal Auto
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ImageSpaceModifier Property FadeToBlackIMOD Auto
|
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ImageSpaceModifier Property FadeToBlackHoldIMOD Auto
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ImageSpaceModifier Property FadeToBlackBackIMOD Auto
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ImageSpaceModifier Property _00E_NPCTeleportExplosionIMOD Auto
|
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ImageSpaceModifier Property _00E_TeleportImod Auto
|
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ImageSpaceModifier Property _00E_VisionStartTimestopIMOD Auto
|
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ImageSpaceModifier Property _00E_MQ16_VisionIMOD Auto
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ShaderParticleGeometry Property _00E_VisionShaderParticles Auto
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SoundCategory Property AudioCategoryAMB Auto
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SoundCategory Property AudioCategoryAMBr Auto
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SoundCategory Property AudioCategorySFX Auto
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Static Property XMarker Auto
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int doOnce
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int done
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float SpeedBefore
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bool bUnlockedSynergyAchievement
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;for re-equipping the player after the bathouse scene
|
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Armor PlayerHelmet
|
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Armor PlayerCuirass
|
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Armor PlayerGauntlets
|
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Armor PlayerBoots
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Armor PlayerRing01
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Armor PlayerRing02
|
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Armor PlayerNecklace
|
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Weapon RightHandWeapon
|
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Weapon LeftHandWeapon
|
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Spell RightHandSpell
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Spell LeftHandSpell
|
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Armor Shield
|
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|
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;for VoiceLetters
|
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MusicType MTToRemove
|
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|
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;for sets
|
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Sound Property MAGIllusionCharm Auto
|
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Message Property _00E_ArmorSetScript_sSetBonusRemoved Auto
|
|
bool bSetAchievementUnlocked = false
|