43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
scriptName defaultSetStageOnAttacked extends actor
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{Set stage on specificed quest when this actor is attacked. Optionally restricted to the player.}
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quest property myQST auto
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{quest to set stage upon}
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int property preReqStage = -1 auto
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{(Optional)Stage that must be set for this script to run. Default: NONE}
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int property minNumberHits = 1 auto
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{Minimum number of hits required to trigger the stage set. Allows for some leniancy, if desired.}
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;Internally -- Actual number of hits received.
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int actualHits = 0
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int property StageToSet auto
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{Set this stage when the actor dies}
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bool property playerOnly auto
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{Set this stage only if the actor is attacked by the player.}
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auto STATE waiting
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Event OnHit(ObjectReference aggressor, Form weap, Projectile proj, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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if (aggressor == (Game.GetForm(0x14) as Actor) || !playerOnly)
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if preReqStage == -1 || myQST.IsStageDone(preReqStage) == TRUE
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actualHits = actualHits + 1
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if (actualHits >= minNumberHits)
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myQST.SetCurrentStageID(stageToSet)
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gotoState("inactive")
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EndIf
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elseif preReqStage != -1 && myQST.IsStageDone(preReqStage) == FALSE
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; debug.trace(self + " was killed before stage " + preReqStage + " of " + myQST + " was set")
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else
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; debug.trace(self + " got defaultSetStageOnAttacked script into a bad state!")
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endif
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EndIf
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endEVENT
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endSTATE
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STATE inactive
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endSTATE
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