enderalse/source/scripts/cwscript.psc

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Scriptname CWScript extends Quest Conditional
{Main script for the Civil War, holds many "global" properties for the system.}
;NOTE:
;The Civil War has gone through many iterations. There's a lot of obsolete stuff in here from previous iterations where it was more dynamic and free form.
;So if you're a modder looking for scripting examples, while there's some interesting things going on in here, the CW scripts are probably not the best place to start. There's a lot of obsolete and deprecated complexity in these systems
;#POINTER TO GLOBAL SHOW DEBUG TRACES
GlobalVariable property debugOn auto conditional ;###This is largely obsolete property, but there are a few things that still refer to it. See the Log() function below for the new way to do this ;0 = unset, 1 = set - show warnings
{Pointer to Global CWDebugOn, used to toggle on trace spam}
;Variables
;int property debugForceAttacker auto conditional hidden ;0 = unset, 1 = force the attacker to always be Imperials, 2 = Sons of Skyrim; see stage 10
;int property debugForceHold auto conditional hidden ;0 = unset, 1 = force the Contested Hold to be this enum value (see contestedHold variable below for enums)
GlobalVariable Property CWDebugForceAttacker Auto
GlobalVariable Property CWDebugForceHold Auto
GlobalVariable Property CWDebugAllowCampaignsInFinalHolds Auto
int property debugForceOffscreenResult auto conditional hidden ;The next time the campaign updates it's script, it will force an Offscreen resolution, Note: this also forces the Quest Delay time to be a frame long to speed everything up
int property debugDBTraces auto conditional hidden ;0 = unset, 1 = export warnings that are database friendly
int Property debugTreatCityCapitalsAsTowns auto Conditional Hidden ;0 = unset, 1 = causes Cities such as Whiterun, to be considered towns and start minor hold resolution quests
int Property debugStartingCampaignPhase auto Conditional Hidden ;0 = unset, N = the phase that the campaign starts in, for example, you could force the campaign to always start in the resolution phase if you need to test a resolution quest
int Property debugAllowNonAdjacentHolds Auto Conditional Hidden ;0 = unset, 1 = allow attacks against holds where attacker has no adjacent holds
int property debugSkipSetOwnerCalls auto Hidden ;0 unset, 1 = ignore calls to setOwner... breaks things but causes Civil War campaign to start much faster for certain types of play testing
;tracking variables
int property countCampaigns auto conditional Hidden ;how many campaigns have run
int property countWinImperials auto conditional Hidden ;how many times have the Imperials won a campaign
int property countWinSons auto conditional Hidden ;how many times have the Sons won a campaign
;how many times has the faction won this hold
int property countWinReachImperials auto conditional Hidden
int property countWinReachSons auto conditional Hidden
int property countWinHjaalmarchImperials auto conditional Hidden
int property countWinHjaalmarchSons auto conditional Hidden
int property countWinWhiterunImperials auto conditional Hidden
int property countWinWhiterunSons auto conditional Hidden
int property countWinFalkreathImperials auto conditional Hidden
int property countWinFalkreathSons auto conditional Hidden
int property countWinPaleImperials auto conditional Hidden
int property countWinPaleSons auto conditional Hidden
int property countWinWinterholdImperials auto conditional Hidden
int property countWinWinterholdSons auto conditional Hidden
int property countWinRiftImperials auto conditional Hidden
int property countWinRiftSons auto conditional Hidden
int Property campaignRunning auto Conditional Hidden ;(set in CWCampaign stage 0) 0 = not running, 1 = busy setting up campaign, 2 = done setting up and other quests and scripts can assume its safe to poke the campaign
;Offscreen resolution stuff
float property resolutionAttackDeltaMultiplier auto conditional Hidden ;(set in the "init" block below) the value that gets multipled to the attack Delta in the offscreen resolution formula before being added to the die roll
float property resolutionDieRoll auto conditional Hidden ;1-100, gets adding to the AttackDelta*Multiplier in the offscreen resolution formula
Bool Property resolutionForced auto conditional Hidden ;True = Defender is forced to be the winner because the player wasn't yet involved in the campaign for the hold which was a major hold with a city (we don't want cities changing hands if the player never got involved)
float property resolutionResult auto conditional Hidden ;> 50 = Attacker wins, <= 50 means Defender wins
int property playerAllegiance auto conditional Hidden ;0 = unset, 1 = player joined Imperials, 2 = Sons of Skyrim -- note before the player commits in the main quest, the system still needs him to be on a "side" because it assumes he always is on a side, in CW Stage 0 it puts him in Imperials if he isn't already commited
;REM'd out bit below is used to debug if a script is setting this incorrectly somwhere
;int playerAllegianceVar
;int Property playerAllegiance Hidden
; function set(int value)
; ; debug.tracestack("*playerAllegiance = "+value)
; playerAllegianceVar = value
; EndFunction
; int function get()
; return playerAllegianceVar
; EndFunction
;EndProperty
int property playerJoinedCampaginReach auto conditional Hidden ;0 = unset, 1 = player took a mission in that hold. Until this = 1 any offscreen resolution will always fail for the attacker. This ensures that the player has a chance to see "pre-switched" state and see the new Jarl's plot arc.
int property playerJoinedCampaginWhiterun auto conditional Hidden
int property playerJoinedCampaginRift auto conditional Hidden
int Property PlayerJoinedCurrentCampaign auto Hidden ;used for determining salary, set in CWMissionScript PlayerAcceptsMission()
int Property TutorialMissionComplete Auto Conditional Hidden ;0 = unset, 1 = player completed the tutorial mission -- this changes the behavior of the resolution phase. (See CWCampaignScript StartMissions()) Until the player completes the tutorial, resolution phase will finish offscreen immediately.
int Property PlayerGotIntro Auto Conditional hidden ;player got the "do i know you? I was at helgen? Oh, you were at helgen" stuff from one of the factions, used to make the other faction recognize you right away so you don't have go through all that again
int property playerInvolved auto conditional Hidden ;0 = unset, 1 = the player is now involved in the Civil War
int Property WarIsActive Auto Conditional Hidden ;0 = not set, 1 = active and player can get missions from field cos, -1 = paused and should not start new missions
bool Property EnemyFortsAddedBackToWar auto conditional Hidden ;see AddEnemyFortsBackToWar()
int property playerReport auto conditional Hidden ;See FinishCampaign() - 0 = un/reset, 1 = player should report, 2 = player reported to faction head after campaign
bool Property WhiterunSiegeStarted Auto Hidden ;used by CWFieldCOScript if the whiterun siege has started, don't try starting it again
bool Property WhiterunSiegeFinished Auto conditional Hidden ;means the initial siege of whiterun has either been won, or lost
int property contestedHoldWinner auto conditional Hidden ;1 = Imperials, 2 = Sons
int Property contestedHoldWinType auto Conditional Hidden ;0 = unset, 1 = Attacker won, 2 Defender won
float property attackerCoinToss auto conditional Hidden ;0 = unset, 1 = imperials, 2=Sons of Skyrim (see CW Stage 10)
int property previousAttacker auto conditional Hidden ;0 = unset, 1 = Imperials, 2=Sons of Skyrim
int property consecutiveAttacks auto conditional Hidden ;0 = unset/reset, # = number of times the same side attacked (used to force change if randomly picks the same one too many times in arow)
;ints representing each side, corresponds to other variables that store 1 or 2 to mean Imperials or Sons... for testing things like: "if attacker == iImperials"
int Property iImperials = 1 Auto Hidden
int Property iSons = 2 Auto Hidden
int Property iBothFactions = 3 Auto Hidden
int Property iCurrentOwner = -999 Auto Hidden ;used by SetOwner and it's related functions (means just reset the garrison, don't change the owner)
int property attacker auto conditional Hidden ;0 = unset, 1 = Imperials, 2=Sons of Skyrim
int property defender auto conditional Hidden ;0 = unset, 1 = Imperials, 2=Sons of Skyrim
int property choosingHold auto conditional Hidden ;0 = unset, ;N = iteration of trying to chose a hold to attack, -N means successful after N tries (see game mode block)
;properties representing holds as ints
int Property iHaafingar = 1 auto Hidden ;* can't be contested
int Property iReach = 2 auto Hidden
int Property iHjaalmarch = 3 auto Hidden
int Property iWhiterun = 4 auto Hidden
int Property iFalkreath = 5 auto Hidden
int Property iPale = 6 auto Hidden
int Property iWinterhold = 7 auto Hidden
int Property iEastmarch = 8 auto Hidden ;* can't ne contested
int Property iRift = 9 auto Hidden
;list for ease of copying and pasting:
;iHaafingar iReach iHjaalmarch iWhiterun iFalkreath iPale iWinterhold iEastmarch iRift
;list of hold names
;Haafingar Reach Hjaalmarch Whiterun Falkreath Pale Winterhold Eastmarch Rift
int property contestedHold auto conditional Hidden
int property previousContestedHold auto conditional Hidden
;enums meaning which hold is contested - these are same values as assigned to iHaafinager, iReach, etc. so you can test 'contestedHold == iReach', etc.
;0 = unset
;1 = Haafingar*
;2 = Reach
;3 = Hjaalmarch
;4 = Whiterun
;5 = Falkreath
;6 = Pale
;7 = Winterhold
;8 = Eastmarch*
;9 = Rift
;* can't be contested
;Current Owner of Holds ;0 = unset, 1 = Imperial controlled, 2 = Sons of Skyrim controlled
int property OwnerHaafingar auto conditional Hidden
int property OwnerReach auto conditional Hidden
int property OwnerHjaalmarch auto conditional Hidden
int property OwnerWhiterun auto conditional Hidden
int property OwnerFalkreath auto conditional Hidden
int property OwnerPale auto conditional Hidden
int property OwnerWinterhold auto conditional Hidden
int property OwnerEastmarch auto conditional Hidden
int property OwnerRift auto conditional Hidden
int property ownerContestedHold auto conditional Hidden ;0 = unset, 1 = Imperial controlled, 2 = Sons of Skyrim controlled
int property countHoldsImperial auto Conditional Hidden ;how many holds do the Imperials currently control
int property countHoldsSons auto Conditional Hidden ;how many holds to the Sons currently control
;Adjacency info (if any of this changes, make sure the function that compute Strength Values is changed accordingly)
;Haafingar Reach, Hjaalmarch
;Reach Haafingar, Hjaalmarch, Whiterun, Falkreath
;Hjaalmarch Haafingar, Reach, Whiterun, Pale
;Whiterun Reach, Hjaalmarch, Falkreath, Pale, Eastmarch, Rift
;Falkreath Reach, Whiterun, Rift
;Pale Hjaalmarch, Whiterun, Winterhold, Eastmarch
;Winterhold Pale, Eastmarch
;Eastmarch Winterhold, Pale, Whiterun, Rift
;Rift Whiterun, Falkreath, Eastmarch
;Strength Value of Holds ;0 = unset, N = number of Strength Value points this hold is worth when adjacent to contested hold
int property StrValueHaafingar auto Hidden
int property StrValueReach auto Hidden
int property StrValueHjaalmarch auto Hidden
int property StrValueWhiterun auto Hidden
int property StrValueFalkreath auto Hidden
int property StrValuePale auto Hidden
int property StrValueWinterhold auto Hidden
int property StrValueEastmarch auto Hidden
int property StrValueRift auto Hidden
;Strength Points per hold for each faction (used by setStrengthPoints()) 0 = doesn't own adjacent holds, N= total of Strength Value points contributed by adjacent holds controlled by faction
int property strHaafingarImperial auto conditional Hidden
int property strHaafingarSons auto conditional Hidden
int property strReachImperial auto conditional Hidden
int property strReachSons auto conditional Hidden
int property strHjaalmarchImperial auto conditional Hidden
int property strHjaalmarchSons auto conditional Hidden
int property strWhiterunImperial auto conditional Hidden
int property strWhiterunSons auto conditional Hidden
int property strFalkreathImperial auto conditional Hidden
int property strFalkreathSons auto conditional Hidden
int property strPaleImperial auto conditional Hidden
int property strPaleSons auto conditional Hidden
int property strWinterholdImperial auto conditional Hidden
int property strWinterholdSons auto conditional Hidden
int property strEastmarchImperial auto conditional Hidden
int property strEastmarchSons auto conditional Hidden
int property strRiftImperial auto conditional Hidden
int property strRiftSons auto conditional Hidden
int property strContestedHoldImperial auto conditional Hidden ;same as above, but localized for currently Contested Hold
int property strContestedHoldSons auto conditional Hidden
int property strAttacker auto conditional Hidden ;same as above, but localized for the current Attacker
int property strDefender auto conditional Hidden ;same as above, but localized for the current Defender
int property MaxAttackDelta auto conditional Hidden ;the max attack delta can be
int property AttackDelta auto conditional Hidden ;Current Relative Attacker Strength - initally equal to (strAttacker - strDefender), it is modified by completing objectives in free form game play and missions
int property PurchaseDelta auto conditional Hidden ;The AttackDelta in a form that can be subtracted from to "pay for" locations in the contested hold (see each Campaign Quest Stage 20)
;Costs associated with Garrison types (see SetGarrisonCost() and SetInitialGarrisonCosts())
int Property iCostNonContestable Auto Hidden
int Property iCostFort Auto Hidden
int Property iCostSmall Auto Hidden
int Property iCostMedium Auto Hidden
int Property iCostLarge Auto Hidden
int Property iCostPatrol Auto Hidden
;Holds the location that was last "attacked" in the civil war... attack, sabotaged, etc. Used primarily by MQ302 scene dialogue, but could be useful elsewhere (general rumors, etc.)
;Set by CWMissionScript->RegisterLocationWasRaidedByAttacker()
Location Property LastLocAttackedByImperials Auto Hidden
Location Property LastLocAttackedBySons Auto Hidden
Location Property LastLocAttacked Auto Hidden
bool Property WinHoldAndSetOwnerAlreadySetKeyword Auto Hidden ;used in conjunction with WinHoldAndSetOwnerKeywordDataOnly and WinHoldAndSetOwner
bool Property WinningHoldAndSettingOwnerPleaseWait Auto Hidden ;used in conjunction with WinHoldAndSetOwnerKeywordDataOnly and WinHoldAndSetOwner
Bool Property WaitingForCWResetGarrisonQuest1 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison1 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest2 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison2 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest3 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison3 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest4 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison4 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest5 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison5 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest6 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison6 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest7 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison7 shutdown stage
Bool Property WaitingForCWResetGarrisonQuest8 auto Hidden ;SEE SetOwner() function below - set in SetOwner() cleared in CWResetGarrison8 shutdown stage
int property init auto Hidden ;the 1 = OnInit() event was called
;int initvar
;int property init Hidden ;the 1 = OnInit() event was called
;function set(int value)
; ; debug.tracestack("*init = "+value)
; initvar = value
;EndFunction
;int function get()
; return initvar
;EndFunction
;endproperty
;Player Rank
int Property PlayerRank Auto Conditional Hidden ;the rank the player is in the Faction
int property CountMissionSuccess Auto Conditional Hidden ;the number of successful missions
Float Property baseSalary Auto hidden ;amount in gold the player's base campaign salary is
Float Property SalaryMultRank1 Auto hidden ;multiplier to baseSalary based on player rank
Float Property SalaryMultRank2 Auto hidden ;multiplier to baseSalary based on player rank
Float Property SalaryMultRank3 Auto hidden ;multiplier to baseSalary based on player rank
Float Property SalaryMultRank4 Auto hidden ;multiplier to baseSalary based on player rank
int Property Salary Auto conditional Hidden ;holds the total of uncollected player salary see ContributeSalaryPool() and PaySalary(), used as condition on dialogue
Bool Property BuddyDialogueAllowed auto conditional hidden ;set in stage 30 of CW02A/B and conditioned in buddy dialogue so you don't get the dialogue before Korvanjund
int Property CWMission03Done auto Conditional Hidden ;used by story manager, set in mission quest stage results
int Property CWMission04Done auto Conditional Hidden ;used by story manager, set in mission quest stage results
int Property CWMission07Done auto Conditional Hidden ;used by story manager, set in mission quest stage results
bool Property HaafingarFortBattleComplete auto hidden ;set in CWFortSiegeFort stage 9000
bool Property EastmarchFortBattleComplete auto hidden ;set in CWFortSiegeFort stage 9000
;##### Properties with pointers to things in the master file:
;###
;## Globals ##
GlobalVariable Property CWMaxConsecutiveAttacks Auto ;this is a global variable so we can more easily tweak this setting as we play
GlobalVariable Property GameDaysPassed Auto ;Pointer to GameDaysPassed
GlobalVariable Property CWAttacker Auto ;set in StartNewCampaign() same as Attacker property
GlobalVariable Property CWDefender Auto ;set in StartNewCampaign() same as Defender property
GlobalVariable Property CWPlayerAllegiance Auto ;Global value that holds the playerAllegiance property value
GlobalVariable Property TimeScale Auto
GlobalVariable Property CWCountHoldsImperial Auto ;Holds countHoldsImperial property, set in SetHoldsImperial() function, called by SetHoldsProperty() function
GlobalVariable Property CWCountHoldsSons Auto ;Holds countHoldsImperial property, set in SetHoldsImperial() function, called by SetHoldsProperty() function
GlobalVariable Property CWContestedHold Auto ;Holds the same value as ContestedHold, used for conditions in dialogue, packages, etc.
GlobalVariable Property CWReinforcementPoolAttacker auto ;Holds the CWReinforcementControllerScript.PoolAttacker value for the current siege.
GlobalVariable Property CWReinforcementPoolDefender Auto ;Holds the CWReinforcementControllerScript.PoolAttacker value for the current siege.
GlobalVariable Property CWMissionFailDay Auto ;Holds the timestamp left before the active mission fails. Used mission journal. See CWMissionPollForFailDayScript
GlobalVariable Property CWMissionsForRank1 Auto ;Holds the number of successful missions needed for increasing the player's faction rank
GlobalVariable Property CWMissionsForRank2 Auto ;Holds the number of successful missions needed for increasing the player's faction rank
GlobalVariable Property CWMissionsForRank3 Auto ;Holds the number of successful missions needed for increasing the player's faction rank
GlobalVariable Property CWMissionsForRank4 Auto ;Holds the number of successful missions needed for increasing the player's faction rank
GlobalVariable Property CWCountMissionsDone Auto ;DEPRECATED/OBSOLETE -- used to conditionalize story manager to allow each quest
GlobalVariable property CWThreatBridgeImperial Auto
GlobalVariable property CWThreatBridgeSons Auto
GlobalVariable property CWThreatFenceImperial Auto
GlobalVariable property CWThreatFenceImperialArcher Auto
GlobalVariable property CWThreatFenceImperialMage Auto
GlobalVariable property CWThreatFenceSons Auto
GlobalVariable property CWThreatFenceSonsArcher Auto
GlobalVariable property CWThreatFenceSonsMage Auto
GlobalVariable property CWThreatHouseImperial Auto
GlobalVariable property CWThreatHouseSons Auto
GlobalVariable property CWThreatRockImperial Auto
GlobalVariable property CWThreatRockSons Auto
GlobalVariable property CWThreatStablesImperial Auto
GlobalVariable property CWThreatStablesSons Auto
GlobalVariable property CWThreatTowerImperial Auto
GlobalVariable property CWThreatTowerImperialArcher Auto
GlobalVariable property CWThreatTowerImperialMage Auto
GlobalVariable property CWThreatTowerSons Auto
GlobalVariable property CWThreatTowerSonsArcher Auto
GlobalVariable property CWThreatTowerSonsMage Auto
GlobalVariable property CWThreatTreeImperial Auto
GlobalVariable property CWThreatTreeSons Auto
GlobalVariable property CWThreatWallImperial Auto
GlobalVariable property CWThreatWallImperialArcher Auto
GlobalVariable property CWThreatWallImperialMage Auto
GlobalVariable property CWThreatWallSons Auto
GlobalVariable property CWThreatWallSonsArcher Auto
GlobalVariable property CWThreatWallSonsMage Auto
GlobalVariable property CWThreatWindowImperial Auto
GlobalVariable property CWThreatWindowImperialArcher Auto
GlobalVariable property CWThreatWindowImperialMage Auto
GlobalVariable property CWThreatWindowSons Auto
GlobalVariable property CWThreatWindowSonsArcher Auto
GlobalVariable property CWThreatWindowSonsMage Auto
GlobalVariable Property CWBattlePhase Auto
GlobalVariable Property CWPercentPoolRemainingAttacker Auto ;for use with CWReinforcementControllerScript
GlobalVariable Property CWPercentPoolRemainingDefender Auto ;for use with CWReinforcementControllerScript
;Globals for CWObj
GlobalVariable Property CWObjEastmarch Auto
GlobalVariable Property CWObjFalkreath Auto
GlobalVariable Property CWObjHaafingar Auto
GlobalVariable Property CWObjHjaalmarch Auto
GlobalVariable Property CWObjPale Auto
GlobalVariable Property CWObjReach Auto
GlobalVariable Property CWObjRift Auto
GlobalVariable Property CWObjWhiterun Auto
GlobalVariable Property CWObjWinterhold Auto
;Globals for Combat Dialogue
GlobalVariable Property CWStateAttackStarted Auto
GlobalVariable Property CWStateAttackerAtGate Auto
GlobalVariable Property CWStateAttackerBrokeThrough Auto
GlobalVariable Property CWStateAttackerLowReinforcements Auto
GlobalVariable Property CWStateAttackerOutOfReinforcements Auto
GlobalVariable Property CWStateDefenderFallingBack Auto
GlobalVariable Property CWStateDefenderLastStand Auto
GlobalVariable Property CWStateDefenderLowReinforcements Auto
GlobalVariable Property CWStateDefenderOutOfReinforcements Auto
;## Quests ##
Quest Property CWObj Auto
Quest property CWCampaign auto
CWCampaignScript property CWCampaignS auto
Quest property CWReset auto
Quest property CWResetGarrison1 auto
Quest property CWResetGarrison2 auto
Quest property CWResetGarrison3 auto
Quest property CWResetGarrison4 auto
Quest property CWResetGarrison5 auto
Quest property CWResetGarrison6 auto
Quest property CWResetGarrison7 auto
Quest property CWResetGarrison8 auto
Quest property CWCampaignObj auto
Quest Property CWMiscObj Auto
Quest Property CWSiegeAttackObj Auto
Quest Property CWSiegeDefendObj Auto
CWSiegeScript Property CWSiegeS Auto
CWAlliesScript Property CWAlliesS Auto
Quest Property CWSiegeObj Auto
Quest Property CWPrepareCity Auto
Quest Property CWCitizensFlee Auto
;NOTE: there used to be only one quest that was a CWFortSiege... there may be old things pointing to that specific quest, that will need to change.
;There are two because the minor capitals are using the fort siege system
Quest Property CWFortSiegeCapital Auto
Quest Property CWFortSiegeFort Auto
Quest Property CWMission03 Auto
Quest Property CWMission04 Auto
Quest Property CWMission07 Auto
Quest Property CWFinale Auto
Quest Property CW00A Auto
Quest Property CW00B Auto
Quest Property CW01A Auto
Quest Property CW01B Auto
Quest Property CW03 Auto ;used by the CWFieldCOScript to test the quest stage to start the siege of whiterun
Quest Property CWFin Auto
Quest Property MQ302 Auto ;peace treaty - need to stop this if taking the second to last holds
WIFunctionsScript Property WIs Auto
{Pointer to WIFunctionsScript attached to WI quest}
;## Quest Scripts ##
FavorDialogueScript Property DialogueFavorGenericS auto
CWThreatCombatBarksScript Property CWThreatCombatBarksS Auto
;## Aliases ##
LocationAlias Property CWObjQuestNameLocation Auto ;see stage 1 and 2
ReferenceAlias property AliasFactionLeader Auto
ReferenceAlias property AliasTullius Auto
ReferenceAlias property AliasUlfric Auto
ReferenceAlias property ImperialFactionHQMarker Auto
ReferenceAlias property SonsFactionHQMarker Auto
ReferenceAlias property ExiledImperialMarker Auto
ReferenceAlias property ExiledSonsMarker Auto
ReferenceAlias Property Tullius Auto
ReferenceAlias Property Rikke Auto
ReferenceAlias Property Ulfric Auto
ReferenceAlias Property Galmar Auto
ReferenceAlias Property FieldCO Auto
ReferenceAlias Property Alias_FieldCOImperialEastmarchCamp Auto
ReferenceAlias Property Alias_FieldCOImperialEastmarchHQ Auto
ReferenceAlias Property Alias_FieldCOImperialFalkreathCamp Auto
ReferenceAlias Property Alias_FieldCOImperialFalkreathHQ Auto
ReferenceAlias Property Alias_FieldCOImperialHaafingarCamp Auto
ReferenceAlias Property Alias_FieldCOImperialHaafingarHQ Auto
ReferenceAlias Property Alias_FieldCOImperialHjaalmarchCamp Auto
ReferenceAlias Property Alias_FieldCOImperialHjaalmarchHQ Auto
ReferenceAlias Property Alias_FieldCOImperialPaleCamp Auto
ReferenceAlias Property Alias_FieldCOImperialPaleHQ Auto
ReferenceAlias Property Alias_FieldCOImperialReachCamp Auto
ReferenceAlias Property Alias_FieldCOImperialReachHQ Auto
ReferenceAlias Property Alias_FieldCOImperialRiftCamp Auto
ReferenceAlias Property Alias_FieldCOImperialRiftHQ Auto
ReferenceAlias Property Alias_FieldCOImperialWhiterunCamp Auto
ReferenceAlias Property Alias_FieldCOImperialWhiterunHQ Auto
ReferenceAlias Property Alias_FieldCOImperialWinterholdCamp Auto
ReferenceAlias Property Alias_FieldCOImperialWinterholdHQ Auto
ReferenceAlias Property Alias_FieldCOSonsEastmarchCamp Auto
ReferenceAlias Property Alias_FieldCOSonsEastmarchHQ Auto
ReferenceAlias Property Alias_FieldCOSonsFalkreathCamp Auto
ReferenceAlias Property Alias_FieldCOSonsFalkreathHQ Auto
ReferenceAlias Property Alias_FieldCOSonsHaafingarCamp Auto
ReferenceAlias Property Alias_FieldCOSonsHaafingarHQ Auto
ReferenceAlias Property Alias_FieldCOSonsHjaalmarchCamp Auto
ReferenceAlias Property Alias_FieldCOSonsHjaalmarchHQ Auto
ReferenceAlias Property Alias_FieldCOSonsPaleCamp Auto
ReferenceAlias Property Alias_FieldCOSonsPaleHQ Auto
ReferenceAlias Property Alias_FieldCOSonsReachCamp Auto
ReferenceAlias Property Alias_FieldCOSonsReachHQ Auto
ReferenceAlias Property Alias_FieldCOSonsRiftCamp Auto
ReferenceAlias Property Alias_FieldCOSonsRiftHQ Auto
ReferenceAlias Property Alias_FieldCOSonsWhiterunCamp Auto
ReferenceAlias Property Alias_FieldCOSonsWhiterunHQ Auto
ReferenceAlias Property Alias_FieldCOSonsWinterholdCamp Auto
ReferenceAlias Property Alias_FieldCOSonsWinterholdHQ Auto
;# Aliases in OTHER quests #
LocationAlias Property CWSiegeCity Auto
LocationAlias Property CWFortSiegeCapitalFort Auto ;fort alias in CWFortSiegeCapital
;## Factions ##
Faction Property PlayerFaction Auto
Faction Property CWBuddies Auto
faction Property CWImperialFaction Auto
faction Property CWSonsFaction Auto
faction Property CWImperialFactionNPC Auto
faction Property CWSonsFactionNPC Auto
Faction Property CWDisaffectedSoldierFaction Auto ;used for soldiers who will switch sides in CWMissions (see CWMission06 for an example)
faction Property CrimeFactionImperial Auto ;general crime group for faction, soldiers who are attacking in a campagin should have this faction - sends criminals to faction HQ
faction Property CrimeFactionSons Auto ;general crime group for faction, soldiers who are attacking in a campagin should have this faction - sends criminals to faction HQ
faction Property IsGuardFaction Auto
faction Property CrimeFactionHaafingar Auto
faction Property CrimeFactionReach Auto
faction Property CrimeFactionHjaalmarch Auto
faction Property CrimeFactionWhiterun Auto
faction Property CrimeFactionFalkreath Auto
faction Property CrimeFactionPale Auto
faction Property CrimeFactionWinterhold Auto
faction Property CrimeFactionEastmarch Auto
faction Property CrimeFactionRift Auto
faction Property CWDialogueSoldierFaction Auto
faction Property CWDialogueSoldierWaitingToAttackFaction Auto
faction Property CWDialogueSoldierWaitingToDefendFaction Auto
faction Property CWJobFortCommanderFaction Auto
faction Property CWJobFortGatekeeperFaction Auto
faction Property CWJobFortJailorFaction Auto
faction Property CWJobFortPatrolExteriorFaction Auto
Faction Property CWSoldierAttackerFaction Auto
Faction Property CWSoldierDefenderFaction Auto
Faction Property CWSoldierArcherFaction Auto
Faction Property CWSoldierMageFaction Auto
Faction Property CWSurrenderTemporaryAllies Auto
Faction Property GovImperial Auto
Faction Property GovSons Auto
Faction Property CWFieldCOActiveMissionFaction Auto
Faction Property CWFieldCOFailedMissionFaction Auto
Faction Property CWFieldCOHooksAcceptedFaction Auto
Faction Property CWFieldCOPotentialMission1Faction Auto
Faction Property CWFieldCOPotentialMission2Faction Auto
Faction Property CWFieldCOSuccessfulMissionFaction Auto
Faction Property FavorAllowBribeFaction Auto
faction Property CWRewardFactionFalkreath Auto
faction Property CWRewardFactionHjaalmarch Auto
faction Property CWRewardFactionPale Auto
faction Property CWRewardFactionReach Auto
faction Property CWRewardFactionRift Auto
faction Property CWRewardFactionWhiterun Auto
faction Property CWRewardFactionWinterhold Auto
;## Locations ##
;# Haafingar
Location property HaafingarHoldLocation auto
Location property FortHraggstadLocation auto
Location property SolitudeLocation auto ;capital
Location property SolitudeSawmillLocation auto
Location property KatlasFarmLocation auto
Location property DragonBridgeLocation auto
;Location Property MilitaryCampHaafingarImperialLocation Auto
Location Property MilitaryCampHaafingarSonsLocation Auto
;# Reach
Location property ReachHoldLocation auto
Location property FortSungardLocation auto
Location property MarkarthLocation auto ;capital
Location property CidhnaMineLocation auto
Location property LeftHandMineLocation auto
Location property SalviusFarmLocation auto
Location property KarthwastenLocation auto
Location property OldHroldanLocation auto
Location property KolskeggrMineLocation auto
Location Property MilitaryCampReachImperialLocation auto
Location Property MilitaryCampReachSonsLocation Auto
;# Hjaalmarch
Location property HjaalmarchHoldLocation auto
Location property FortSnowhawkLocation auto
Location property MorthalLocation auto ;capital
Location property StonehillsLocation auto
;Location property FrostRiverFarmLocation auto ;OBSOLETE -- GONE NOT IN GAME
Location Property MilitaryCampHjaalmarchImperialLocation auto
Location Property MilitaryCampHjaalmarchSonsLocation Auto
;# Whiterun
Location property WhiterunHoldLocation auto
Location property FortGreymoorLocation auto
Location property WhiterunLocation auto ;capital
Location property BattleBornFarmLocation auto
Location property ChillfurrowFarmLocation auto
Location property PelagiaFarmLocation auto
Location property RoriksteadLocation auto
Location property RiverwoodLocation auto
;Location property BarleydarkFarmLocation auto ;OBOSETE GONE CUT FROM GAME
Location Property MilitaryCampWhiterunImperialLocation auto
Location Property MilitaryCampWhiterunSonsLocation Auto
;# Falkreath
Location property FalkreathHoldLocation auto
Location property FortNeugradLocation auto
Location property FalkreathLocation auto ;capital
;Location property GraniteHillLocation auto CUT FROM GAME
Location property HelgenLocation auto
;Location property BearsCaveMillLocation auto CUT FROM GAME
Location property HalfmoonMillLocation auto
Location Property MilitaryCampFalkreathImperialLocation auto
Location Property MilitaryCampFalkreathSonsLocation Auto
;# Pale
Location property PaleHoldLocation auto
Location property FortDunstadLocation auto
Location property DawnstarLocation auto ;capital
;Location property HeljarchenLocation auto OBSOLETE CUT FROM GAME
Location property AngasMillLocation auto
Location property LoreiusFarmLocation auto
Location Property MilitaryCampPaleImperialLocation auto
Location Property MilitaryCampPaleSonsLocation Auto
;# Winterhold
Location property WinterholdHoldLocation auto
Location property FortKastavLocation auto
Location property WinterholdLocation auto ;capital
Location property WhistlingMineLocation auto
Location Property MilitaryCampWinterholdImperialLocation auto
Location Property MilitaryCampWinterholdSonsLocation Auto
;# Eastmarch
Location property EastmarchHoldLocation auto
Location property FortAmolLocation auto
Location property WindhelmLocation auto ;capital
Location property BrandyMugFarmLocation auto
Location property HlaaluFarmLocation auto
Location property HollyfrostFarmLocation auto
Location property KynesgroveLocation auto
Location property DarkwaterCrossingLocation auto
Location property MixwaterMillLocation auto
Location Property MilitaryCampEastmarchImperialLocation auto
;Location Property MilitaryCampEastmarchSonsLocation Auto
;# Rift
Location property RiftHoldLocation auto
Location property FortGreenwallLocation auto
Location property RiftenLocation auto ;capital
Location property SnowShodFarmLocation auto
;Location property GoldenglowFarmLocation auto -- GoldenGlowFarm is NOT a normal location. It's quest specific area spawning it's own guards, and should not be part of the Civil War.
Location property MerryfairFarmLocation auto
Location property IvarsteadLocation auto
Location property ShorsStoneLocation auto
Location property HeartwoodMillLocation auto
Location property SarethiFarmLocation auto
Location Property MilitaryCampRiftImperialLocation auto
Location Property MilitaryCampRiftSonsLocation Auto
;# ActorBases #
;These are used by CWMissionScript which is used by all the CWMission quests so it's more convenient if they live here
ActorBase Property CWSoldierImperial Auto
ActorBase Property CWSoldierImperialNotGuard Auto
ActorBase Property CWSoldierSons Auto
ActorBase Property CWSoldierSonsNotGuard Auto
ActorBase Property CWSoldierImperialNonNPCFaction Auto
ActorBase Property CWSoldierImperialNotGuardNonNPCFaction Auto
ActorBase Property CWSoldierSonsNonNPCFaction Auto
ActorBase Property CWSoldierSonsNotGuardNonNPCFaction Auto
ActorBase Property CWCourierImperial Auto
ActorBase Property CWCourierSons Auto
ActorBase Property CWPrisonerImperial Auto
ActorBase Property CWPrisonerSons Auto
ActorBase Property CWPrisonerImperialA Auto
ActorBase Property CWPrisonerImperialB Auto
ActorBase Property CWPrisonerImperialC Auto
ActorBase Property CWPrisonerImperialD Auto
ActorBase Property CWPrisonerSonsA Auto
ActorBase Property CWPrisonerSonsB Auto
ActorBase Property CWPrisonerSonsC Auto
ActorBase Property CWPrisonerSonsD Auto
;## Outfits ##
Outfit Property CWSoldierImperialSoldierOutfit Auto
Outfit Property CWSoldierSonsSoldierOutfit Auto
;## MiscObjects ##
MiscObject Property Gold001 Auto ;pointer to Gold001 object
;## Leveled Item lists ##
LeveledItem Property CWCourierDocumentsImperial Auto ;until we have LeveledItem objects that I can point at in the editor, these are being set with GetForm() in the OnInit() block below... that needs to be removed from OnInit() block as soon as these are LeveledItem that I can set in the editor.
LeveledItem Property CWCourierDocumentsSons Auto ;until we have LeveledItem objects that I can point at in the editor, these are being set with GetForm() in the OnInit() block below... that needs to be removed from OnInit() block as soon as these are LeveledItem that I can set in the editor.
LeveledItem Property CWRank1RewardImperial Auto ;reward player gets when gaining faction rank
LeveledItem Property CWRank2RewardImperial Auto ;reward player gets when gaining faction rank
LeveledItem Property CWRank3RewardImperial Auto ;reward player gets when gaining faction rank
LeveledItem Property CWRank4RewardImperial Auto ;reward player gets when gaining faction rank
LeveledItem Property CWRank1RewardSons Auto ;-intially same as imperial reward, flavored as taken from an imperial officer ;reward player gets when gaining faction rank
LeveledItem Property CWRank2RewardSons Auto ;reward player gets when gaining faction rank
LeveledItem Property CWRank3RewardSons Auto ;reward player gets when gaining faction rank
LeveledItem Property CWRank4RewardSons Auto ;reward player gets when gaining faction rank
LeveledItem Property CWMissionReward Auto ;reward player gets after each successful mission
LeveledItem Property CWSoldierImperialGear auto
LeveledItem Property CWSoldierSonsGear auto
LeveledItem Property CWBearArmorPlayerReward Auto
;## Packages ##
Package Property CWGalmarAtCampFalkreath Auto
Package Property CWGalmarAtCampHaafingar Auto
Package Property CWGalmarAtCampHjaalmarch Auto
Package Property CWGalmarAtCampPale Auto
Package Property CWGalmarAtCampReach Auto
Package Property CWGalmarAtCampRift Auto
Package Property CWGalmarAtCampWinterhold Auto
Package Property CWRikkeAtCampEastmarch Auto
Package Property CWRikkeAtCampFalkreath Auto
Package Property CWRikkeAtCampHjaalmarch Auto
Package Property CWRikkeAtCampPale Auto
Package Property CWRikkeAtCampReach Auto
Package Property CWRikkeAtCampRift Auto
Package Property CWRikkeAtCampWinterhold Auto
;## ObjectReferences ##
ObjectReference Property CWFieldCOMapTableMarkerEastmarchCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerFalkreathCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerHjaalmarchCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerPaleCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerReachCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerRiftCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerWhiterunCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerWinterholdCampImperial Auto
ObjectReference Property CWFieldCOMapTableMarkerFalkreathCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerHaafingarCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerHjaalmarchCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerPaleCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerReachCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerRiftCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerWhiterunCampSons Auto
ObjectReference Property CWFieldCOMapTableMarkerWinterholdCampSons Auto
ObjectReference Property CWGarrisonEnableMarkerSonsCampFalkreath Auto
;#### Actors ####
Actor Property UlfricRef Auto
Actor Property GeneralTulliusRef Auto
Actor Property HadvarRef Auto
Actor Property RalofRef Auto
;# CWCampaignStart SendStoryEvent references
;!!! *** !!! *** Don't forget to actually hook these up in the editor when they come on line !!! *** !!! ***
ObjectReference property CWCampaignStartMarkerReach auto
ObjectReference property CWCampaignStartMarkerHjaalmarch auto
ObjectReference property CWCampaignStartMarkerWhiterun auto
ObjectReference property CWCampaignStartMarkerFalkreath auto
ObjectReference property CWCampaignStartMarkerPale auto
ObjectReference property CWCampaignStartMarkerWinterhold auto
ObjectReference property CWCampaignStartMarkerRift auto
ObjectReference property CWCampaignStartMarkerHaafingar auto
ObjectReference property CWCampaignStartMarkerEastmarch auto
;# Map Markers
;Military Camps
ObjectReference property MilitaryCampEastmarchImperialMapMarker auto
ObjectReference property MilitaryCampFalkreathImperialMapMarker auto
ObjectReference property MilitaryCampFalkreathSonsMapMarker auto
ObjectReference property MilitaryCampHaafingarSonsMapMarker auto
ObjectReference property MilitaryCampHjaalmarchImperialMapMarker auto
ObjectReference property MilitaryCampHjaalmarchSonsMapMarker auto
ObjectReference property MilitaryCampPaleImperialMapMarker auto
ObjectReference property MilitaryCampPaleSonsMapMarker auto
ObjectReference property MilitaryCampReachImperialMapMarker auto
ObjectReference property MilitaryCampReachSonsMapMarker auto
ObjectReference property MilitaryCampRiftImperialMapMarker auto
ObjectReference property MilitaryCampRiftSonsMapMarker auto
ObjectReference property MilitaryCampWhiterunImperialMapMarker auto
ObjectReference property MilitaryCampWhiterunSonsMapMarker auto
ObjectReference property MilitaryCampWinterholdImperialMapMarker auto
ObjectReference property MilitaryCampWinterholdSonsMapMarker auto
ObjectReference Property CWGarrisonEnableMarkerImperialCampEastmarch Auto
ObjectReference Property CWGarrisonEnableMarkerSonsCampHaafingar Auto
;## Keywords ##
Keyword Property CWMissionStart Auto
Keyword Property CWGarrison Auto
Keyword Property CWGarrisonDefenderOnly Auto
Keyword Property CWFort Auto
Keyword Property CWDiplomaticVictory Auto
Keyword Property CWOwner Auto
Keyword Property CWCampaignStart Auto
Keyword Property CWGovernmentStart Auto
Keyword Property CWCost Auto
Keyword Property CWCampImperial Auto
Keyword Property CWCampSons Auto
Keyword Property CWCapital Auto
keyword Property CWResetGarrisonStart1 Auto
keyword Property CWResetGarrisonStart2 Auto
keyword Property CWResetGarrisonStart3 Auto
keyword Property CWResetGarrisonStart4 Auto
keyword Property CWResetGarrisonStart5 Auto
keyword Property CWResetGarrisonStart6 Auto
keyword Property CWResetGarrisonStart7 Auto
keyword Property CWResetGarrisonStart8 Auto
keyword Property CWAttackCityStart Auto
keyword Property CWEscapeCityStart Auto
keyword Property CWPrepareCityStart Auto
keyword Property CW1PrioritySpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW2PrioritySpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW3PrioritySpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW4PrioritySpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW5PrioritySpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW1ForcedSpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW2ForcedSpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW3ForcedSpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW4ForcedSpawn Auto ;for use with CWReinforcementControllerScript
keyword Property CW5ForcedSpawn Auto ;for use with CWReinforcementControllerScript
Keyword Property LocTypeCity Auto
Keyword Property CWSiegeStart Auto
Keyword Property CWSiegeRunning Auto
Keyword Property CWFortSiegeSpecialStart Auto
Keyword Property CWFinaleStart Auto
Keyword Property CWFortSiegeMinorCapitalStart Auto
Keyword Property CWResolution01Start Auto ;OBSOLETE
Keyword Property CWResolution02Start Auto ;OBSOLETE
Keyword Property CWCitizensFleeStart Auto
Keyword Property CWEventHappening Auto
;## LocationRefTypes ##
LocationRefType Property CWSoldier Auto
LocationRefType Property CWResolutionJarlMarker Auto ;used to find markers in CWAttackCity resolution quest to place Jarl, House carl, and body guards to meet the player's attempt to surrender
LocationRefType Property CWResolutionHouseCarlMarker Auto ;used to find markers in CWAttackCity resolution quest to place Jarl, House carl, and body guards to meet the player's attempt to surrender
LocationRefType Property CWResolutionJarlGuardMarker Auto ;used to find markers in CWAttackCity resolution quest to place Jarl, House carl, and body guards to meet the player's attempt to surrender
;## Messages ##
;OBSOLETE:
Message Property CWCampaignWonFalkreathImperials Auto
Message Property CWCampaignWonFalkreathSons Auto
Message Property CWCampaignWonHjaalmarchImperials Auto
Message Property CWCampaignWonHjaalmarchSons Auto
Message Property CWCampaignWonPaleImperials Auto
Message Property CWCampaignWonPaleSons Auto
Message Property CWCampaignWonReachImperials Auto
Message Property CWCampaignWonReachSons Auto
Message Property CWCampaignWonRiftImperials Auto
Message Property CWCampaignWonRiftSons Auto
Message Property CWCampaignWonWhiterunImperials Auto
Message Property CWCampaignWonWhiterunSons Auto
Message Property CWCampaignWonWinterholdImperials Auto
Message Property CWCampaignWonWinterholdSons Auto
;endOBSOLETE
Message Property CWCampaignOutcomeLostAttackMsgImperial Auto
Message Property CWCampaignOutcomeLostAttackMsgSons Auto
Message Property CWCampaignOutcomeLostDefenseMsgImperial Auto
Message Property CWCampaignOutcomeLostDefenseMsgSons Auto
Message Property CWCampaignOutcomeWonAttackMsgImperial Auto
Message Property CWCampaignOutcomeWonAttackMsgSons Auto
Message Property CWCampaignOutcomeWonDefenseMsgImperial Auto
Message Property CWCampaignOutcomeWonDefenseMsgSons Auto
Message Property CWCampaignTruce Auto
;################################ ----------- Events ----------- ################################
Event OnInit() ;I COULD SET THESE WHEN I DECLARE THE PROPERTIES HOWEVER, MANY OF THESE ARE "DEBUG SETTINGS" AND "GAME SETTINGS" SO I PREFER TO SET THEM ALL HERE
; debug.trace("CWScript OnInit()")
log("CWScript", "OnInit()")
;DEBUG MODE?
debugOn.value = 0 ;Global CWDebugOn, turns on warnings
;OBSOLETE
;CWDebugForceAttacker.value = 0 ;2 = Sons ;forces an attacker regardless of coin toss and # of consecutive attacks
;CWDebugForceHold.value = 0 ;4 = Whiterun ;forces a hold to picked to be contested... might be unforced if this results in a failure to pick the hold because it breaks the rules
;debugAllowNonAdjacentHolds = 0; ;allows attacker to attack non-adjacent holds
;debugForceOffscreenResult = 0 ;1 ;forces each campaign to process it's result immediately offscreen
;debugDBTraces = 1
;debugStartingCampaignPhase = 1 ;4 = resolution phase ;the phase that the campaign starts in, for example, you could force the campaign to always start in the resolution phase if you need to test a resolution quest
;note: setting this to 4 and doing two consecutive campaigns may break until "DeleteWhenAble()" becomes threaded because it won't be able to start the resolution quest because it might still be running. PCB (purge cell buffers) will get around the problem
;setting these to 1 will cause the major holds to be winable offscreen immediately
;playerJoinedCampaginReach = 0
;playerJoinedCampaginWhiterun = 0
;playerJoinedCampaginRift = 0
;debugSkipSetOwnerCalls = 0 ;skips set owner calls, causes campaign to start much faster, will break things and is for speeding up certain kinds of playtesting
;debugTreatCityCapitalsAsTowns = 0 ;1 ;NOTE: FUNCTIONALITY MIGHT NO LONGER WORK -- causes Cities such as Whiterun, to be considered towns and start minor hold resolution quests
;More or less obsolete... not sure if I use these anywhere, so I'm keeping them just in case
MaxAttackDelta = 20 ;-20 is treated as max in the negative as well
resolutionAttackDeltaMultiplier = 1.5
;set Hold ownership at the start of the game
OwnerHaafingar = 1
OwnerReach = 1
OwnerHjaalmarch = 1
OwnerWhiterun = 1
OwnerFalkreath = 1
OwnerPale = 2
OwnerWinterhold = 2
OwnerEastmarch = 2
OwnerRift = 2
setInitalOwnerKeywordDataOnly() ;sets CWOwner keyword data to the numbers above
;Sets the CountHoldsImperial and CountHoldsSons properties and associated globals
setCountHoldProperties()
;OBSOLETE?? -- set Attack Strength Value each Hold grants an adjacent contested hold (used by setStrengthPoints())
StrValueHaafingar = 5
StrValueReach = 5
StrValueHjaalmarch = 3
StrValueWhiterun = 5
StrValueFalkreath = 3
StrValuePale = 3
StrValueWinterhold = 3
StrValueEastmarch = 5
StrValueRift = 5
;set costs associated with CWCost keyword data for garrisons
iCostNonContestable = 9999
iCostFort = 9999 ;*** I've decided to make it impossible to start off owning the fort if you are attacking the hold. The defender will not always start with the fort regardless of the attack delta. Resist the urge to change this. CWFortSiege quest (the quest you get to attack/defend a fort) makes use of the CWReinforcementControllerScript system, which ASSUMES that the attacker is the same as CW.Attacker and the defender is the same as CW.Defender. If it was possible to own the fort and be the attacker of the hold, then the CWFortSiege quest will break because it will assume the wrong thing about who is attacking/defending.
iCostSmall = 1
iCostMedium = 2
iCostLarge = 3
iCostPatrol = 1
;OBSOLETE? MAYBE NOT?
;I have a vague feeling I'm using the iCostNonContestable somewhere still, so I probably shouldn't comment out this function call
setInitialCosts();establish CWCost keyword values
;set player campaign salary
baseSalary = 100
SalaryMultRank1 = 1.25
SalaryMultRank2 = 1.5
SalaryMultRank3 = 2.0
SalaryMultRank4 = 3.0
;OBSOLETE?
;used by CWHoldManagerScript attached to this quest
;RegisterForUpdate(5)
;*** I'm commenting this out to prevent seeing the initial log spam generated by the CWReset quest. When I can trace to seperate logs I should turn this back on
;Note: It's strictly not needed since the original state of the game should be set up with how the enable markers are set in the esm... however, it seems safer to do a once through in Script.
;set up the original owners of all the holds
;setInitialOwners()
;needed especially if we aren't calling setInitialOwners()
initializeFortOwnerKeywordData()
;this starts off overrun with Forsworn there's a quest that will add it back to the war
RemoveGarrisonFromWar(KolskeggrMineLocation)
;starts without guards for Main Quest
RemoveGarrisonFromWar(RiverwoodLocation)
;Forts start with enemies in them that need to be cleared out
RemoveGarrisonFromWar(FortHraggstadLocation)
RemoveGarrisonFromWar(FortSungardLocation)
RemoveGarrisonFromWar(FortSnowhawkLocation)
RemoveGarrisonFromWar(FortGreymoorLocation)
RemoveGarrisonFromWar(FortNeugradLocation)
RemoveGarrisonFromWar(FortDunstadLocation)
RemoveGarrisonFromWar(FortKastavLocation)
RemoveGarrisonFromWar(FortAmolLocation)
RemoveGarrisonFromWar(FortGreenWallLocation)
EnemyFortsAddedBackToWar = False ;false by default, here as a reminder
;turn off dragon attacks at Whiterun city, will be turned back on after the siege
;WIs.DisallowDragons(WhiterunLocation)
;** NOW HAPPENS IN WIFunctions attached to WI quest, and we won't be turning it back on
init += 1 ;this should never be more than 1, if > 1 it means the OnInit() has run more than once unexpectedly
EndEvent
;auto State WaitingToStartNewCampaign
; Event OnUpdate()
; log("CWScript", "State WaitingToStartNewCampaign OnUpdate()")
;
; if debugForceOffscreenResult == 1 && WarIsActive == 1
; GoToState("StartingNewCampaignOffscreenMode")
; log("CWScript", "WaitingToStartNewCampaign, WarIsActive == 1 & CWCampaign.IsRunning() == False, going to state StartingNewCampaignOffscreenMode.")
;
; ;### START NEW CAMPAIGN
; StartNewCampaign()
;
; elseif WarIsActive == 1
; if CWCampaign.IsRunning() == False
; GoToState("StartingNewCampaign")
; log("CWScript", "WaitingToStartNewCampaign, WarIsActive == 1 & CWCampaign.IsRunning() == False, going to state StartingNewCampaign.")
;
; ;### START NEW CAMPAIGN
; StartNewCampaign()
;
; EndIf
;
; Else
; log("CWScript", "WaitingToStartNewCampaign, WarIsActive == 0, keep waiting.")
;
; EndIf
;
; EndEvent
;
;
;EndState
;
;State StartingNewCampaign
; Event OnUpdate()
; if CWCampaign.IsRunning() == True
; GoToState("WaitingForCampaignToFinish")
;
; log("CWScript", "StartingNewCampaign, CWCampaign.isRunning == True, going to state WaitingForCampaignToFinish.")
;
; Else
; log("CWScript", "StartingNewCampaign, CWCampaign.isRunning == False, waiting for CWCampaign to start.")
;
; endif
;
; EndEvent
;
;EndState
;
;State StartingNewCampaignOffscreenMode
; Event OnUpdate()
; log("CWScript", "StartingNewCampaignOffscreenMode state OnUpdate() is doing nothing until StartNewCampaign() function call has called ResolveOffscreen() and that function call has finished.")
;
;
; EndEvent
;
;EndState
;
;State WaitingForCampaignToFinish
; Event OnUpdate()
;
; if CWCampaign.IsRunning() == False
; GoToState("WaitingToStartNewCampaign")
;
; log("CWScript", "WaitingForCampaignToFinish, CWCampaign.IsRunning() == False, going to state WaitingToStartNewCampaign.")
;
;
;
; Else
; log("CWScript", "WaitingForCampaignToFinish, CWCampaign.IsRunning() == True, waiting for CWCampaign quest to stop.")
;
; endif
;
; EndEvent
;EndState
;
;
;State ResolvingCampaignOffscreen
; Event OnUpdate()
; log("CWScript", "ResolvingCampaignOffscreen state OnUpdate() is doing nothing until ResolveOffscreen() function call has finished.")
;
;
; EndEvent
;
;EndState
;################################ ----------- FUNCTIONS ----------- ################################
function log(string fileName, string stringToPrint, int severity = 0, bool AlwaysPrintLog = false, bool AlwaysPrintToMainLog = false) Global
{Will print to main papyrus log and the specified file if CWDebugOn global is true, or optional pararms are true}
bool success
int debugMode = (Game.GetForm(0X0003F7D2) as GlobalVariable).GetValue() as Int ;this is the CWDebugOn global variable in the ESM.
;print to specified log
if debugMode == 1 || AlwaysPrintLog
debug.OpenUserLog(fileName)
; success = debug.traceUser(fileName, " " + stringToPrint, severity)
if success == False
; debug.trace("CWScript WARNING: log() Failed to print to " + FileName + ": " + stringToPrint, 2)
EndIf
EndIf
;print to main log
if debugMode == 1 || AlwaysPrintToMainLog
; debug.trace(fileName + "-> " + stringToPrint, severity)
EndIf
EndFunction
function AddCivilWarAchievment(int whichCivilWarAchivement, Location AssociatedLocation = None)
{1 = Join a side, 2 = Take a fort in Reach or Rift, 3 = Win the war}
log("CWScript", "AddCivilWarAchievment(" + whichCivilWarAchivement + ")")
if whichCivilWarAchivement == 1 ;JOIN A SIDE
Game.AddAchievement(21)
elseif whichCivilWarAchivement == 2 ;TAKE FORT IN REACH OR RIFT
if AssociatedLocation == FortSungardLocation || AssociatedLocation == FortGreenwallLocation
Game.AddAchievement(22)
EndIf
elseif whichCivilWarAchivement == 3 ;WIN THE WAR
Game.AddAchievement(23)
EndIf
EndFunction
;OBSOLETE - from when there was multiple campaigns running at the same time
function modObjectiveByEnemySoldierDeath(Actor DeadSoldier, int AmountToMod = 1, Location Hold = None)
log("CWScript", "modObjectiveByEnemySoldierDeath(" + DeadSoldier + ")")
if IsPlayerInMyFaction(DeadSoldier)
log("CWScript", "modObjectiveByEnemySoldierDeath(" + DeadSoldier + ") is in same faction as player. Ignored.")
Else
log("CWScript", "modObjectiveByEnemySoldierDeath(" + DeadSoldier + ") Will find the hold, mod the appropriate CWObjXXX, and update the approprirate objective")
location myHold
if Hold == None
myHold = GetMyCurrentHoldLocation(DeadSoldier)
Else
MyHold = Hold
EndIf
int myHoldID = GetHoldID(myHold)
GlobalVariable myCWObjGlobal = GetCWObjGlobal(myHoldID)
modCWObjGlobal(myCWObjGlobal, AmountToMod)
log("CWScript", "modObjectiveByEnemySoldierDeath(" + DeadSoldier + ") Calling updateObjective with the hold location found for " + DeadSoldier)
updateObjective(myHold)
EndIf
EndFunction
;OBSOLETE - from when there was multiple campaigns running at the same time
function modObjectiveBySabotage(ResourceObjectScript ResourceObject, int AmountToMod = 5)
log("CWScript", "modObjectiveBySabotage(" + ResourceObject + ")")
location myHold = GetMyCurrentHoldLocation(ResourceObject)
if myHold.GetKeywordData(CWOwner) == PlayerAllegiance
log("CWScript", "modObjectiveBySabotage(" + ResourceObject + ") is in hold owned by faction the player is allied to. Ignored.")
Else
log("CWScript", "modObjectiveBySabotage(" + ResourceObject + ") Will mod the appropriate CWObjXXX, and update the approprirate objective")
int myHoldID = GetHoldID(myHold)
GlobalVariable myCWObjGlobal = GetCWObjGlobal(myHoldID)
modCWObjGlobal(myCWObjGlobal, AmountToMod)
log("CWScript", "modObjectiveBySabotage(" + ResourceObject + ") Calling updateObjective with the hold location found for " + ResourceObject)
updateObjective(myHold)
EndIf
EndFunction
;OBSOLETE - from when there was multiple campaigns running at the same time
function modObjectiveByMissionSuccess(Location HoldLocation, int AmountToMod = 25)
log("CWScript", "modObjectiveByMissionSuccess(" + HoldLocation + ", " + AmountToMod + ")")
;bailout if the hold is owned by the players Faction
;this way you can still get missions in holds you control - we will try this, might not ship with it
if GetOwner(HoldLocation) == PlayerAllegiance
log("CWScript", "modObjectiveByMissionSuccess(" + HoldLocation + ") hold is owned by player's faction, bailing out before modding the objective")
Return
EndIf
int myHoldID = GetHoldID(HoldLocation)
GlobalVariable myCWObjGlobal = GetCWObjGlobal(myHoldID)
modCWObjGlobal(myCWObjGlobal, AmountToMod)
log("CWScript", "modObjectiveByMissionSuccess() Calling updateObjective(" + HoldLocation +")" )
updateObjective(HoldLocation)
EndFunction
;OBSOLETE - from when there was multiple campaigns running at the same time
function modCWObjGlobal(GlobalVariable GlobalToModify, float amountToAdd)
float CWObjVal = (GlobalToModify.GetValue() as int + amountToAdd) as int
;cap at 99%
if CWObjVal > 99
CWObjVal = 99.0
EndIf
log("CWScript", "modCWObjGlobal() Calling OBSOLETE NOT INCREMENTING GLOBAL()", 1 )
; GlobalToModify.SetValue(CWObjVal)
EndFunction
function completeCWObj(Location HoldWhoseObjectiveToComplete)
int myHoldID = GetHoldID(HoldWhoseObjectiveToComplete)
GlobalVariable myCWObjGlobal = GetCWObjGlobal(myHoldID)
;if this is the first Whiterun siege (we assume this because the whiterun siege is always the first one)
if WhiterunSiegeFinished == False
WhiterunSiegeFinished = True
displayFactionLeaderObjective()
;This is a little awkward, as it causes the objective to display for the first time completed
;but it prevents the problem of getting the Whiterun Objective again in stage 4 of CW Script
myCWObjGlobal.setValue(100)
updateObjective(HoldWhoseObjectiveToComplete, MarkObjectiveComplete = True)
else
myCWObjGlobal.setValue(100)
updateObjective(HoldWhoseObjectiveToComplete, MarkObjectiveComplete = True)
EndIf
EndFunction
;OBSOLETE - from when there was multiple campaigns running at the same time
function failCWObj(Location HoldWhoseObjectiveToFail)
int myHoldID = GetHoldID(HoldWhoseObjectiveToFail)
GlobalVariable myCWObjGlobal = GetCWObjGlobal(myHoldID)
;if this is the first Whiterun siege (we assume this because the whiterun siege because that is always the first one)
if WhiterunSiegeFinished == False
WhiterunSiegeFinished = True
displayFactionLeaderObjective()
else
updateObjective(HoldWhoseObjectiveToFail, FailObjective = True, GlobalToResetDueToFailure = myCWObjGlobal)
myCWObjGlobal.setValue(0)
updateObjective(HoldWhoseObjectiveToFail)
EndIf
EndFunction
function updateObjective(location HoldLocationWhoseObjectiveWeShouldUpdate, bool MarkObjectiveComplete = false, bool FailObjective = false, GlobalVariable GlobalToResetDueToFailure = None)
{This sets the global and flashes the objective for taking over the hold for the supplied location}
if (PlayerInvolved == 1 && WarIsActive == 1) == false
log("CWScript", "updateObjective() PlayerInvolved or WarIsActive, is not 1, NOT updating the objective." )
Return
EndIf
;note: this works because in the CWObj quest are objectives with the following formula:
;x0y where x is the number of the hold, and y is the number for the players Faction
int HoldID = GetHoldID(HoldLocationWhoseObjectiveWeShouldUpdate)
int Obj = 100 * HoldID
Obj += PlayerAllegiance
if CWObj.IsObjectiveCompleted(Obj)
;do nothing
Else
if MarkObjectiveComplete == True
CWObj.SetObjectiveCompleted(Obj)
displayFactionLeaderObjective()
ElseIf FailObjective == True
;Fail it
CWObj.SetObjectiveFailed(Obj)
;reset the percentage to completion
GlobalToResetDueToFailure.SetValue(0)
;reshow it
CWObj.SetObjectiveFailed(Obj, True)
CWObj.SetObjectiveDisplayed(Obj, abDisplayed = true, abForce = true)
displayFactionLeaderObjective()
else
CWObj.UpdateCurrentInstanceGlobal(GetCWObjGlobal(HoldID))
CWObj.SetObjectiveDisplayed(Obj, abDisplayed = true, abForce = true)
EndIf
endif
EndFunction
function displayFactionLeaderObjective()
int talkToLeaderObj = 1000 + PlayerAllegiance ;objective 1001 / 1002 is Report to Tullius / Ulfric
CWObj.setStage(1) ; for journal entry
;because i want this to recur every time you finish taking a hold, set it not to be complete, then display it again
CWObj.SetObjectiveCompleted(talkToLeaderObj, false)
CWObj.SetObjectiveDisplayed(talkToLeaderObj, abDisplayed = true, abForce = true)
CWObj.SetActive()
EndFunction
function DisplayHoldObjective()
;THIS HANDLES THE NEW LINEAR STYLE CAMPAIGN OBJECTIVES
log("CWScript", "DisplayHoldObjective()")
;***THIS LOGIC MUST BE IDENTICAL TO THE STACK OF DIALOGUE IN THE CW DIALOGUE WHERE Tullis/Ulfric TELL YOU WHERE TO GO NEXT ***
if PlayerAllegiance == iImperials
if getOwner(PaleHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(PaleHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Elseif getOwner(RiftHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(RiftHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Elseif getOwner(WinterholdHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(WinterholdHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Elseif getOwner(HjaalmarchHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(HjaalmarchHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Elseif getOwner(FalkreathHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(FalkreathHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Elseif getOwner(ReachHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(ReachHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Elseif getOwner(EastmarchHoldLocation) != iImperials
CWObj.SetObjectiveDisplayed(100 * GetHoldID(EastmarchHoldLocation) + iImperials, abDisplayed = true, abForce = true)
Else
EndIf
elseif PlayerAllegiance == iSons
if getOwner(FalkreathHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(FalkreathHoldLocation) + iSons, abDisplayed = true, abForce = true)
Elseif getOwner(ReachHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(ReachHoldLocation) + iSons, abDisplayed = true, abForce = true)
Elseif getOwner(HjaalmarchHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(HjaalmarchHoldLocation) + iSons, abDisplayed = true, abForce = true)
Elseif getOwner(PaleHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(PaleHoldLocation) + iSons, abDisplayed = true, abForce = true)
Elseif getOwner(WinterholdHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(WinterholdHoldLocation) + iSons, abDisplayed = true, abForce = true)
Elseif getOwner(RiftHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(RiftHoldLocation) + iSons, abDisplayed = true, abForce = true)
Elseif getOwner(HaafingarHoldLocation) != iSons
CWObj.SetObjectiveDisplayed(100 * GetHoldID(HaafingarHoldLocation) + iSons, abDisplayed = true, abForce = true)
Else
EndIf
Else
EndIf
CWObj.SetActive()
EndFunction
string Function FactionName(int CWFaction)
if CWFaction == iImperials
return "Imperials"
elseif CWFaction == iSons
return "Sons"
ElseIf CWFaction == iBothFactions
return "Both Factions"
Else
return "unknown faction(" + CWFaction + ")"
EndIf
EndFunction
string Function HoldName(int HoldNumber)
{Returns a string based on the HoldNumber. Corresponds with iWhiterun, iRift, etc. Not for use to display to player. Just for sending to debug traces where you have a number refering to a hold.}
if HoldNumber == iHaafingar ;1
return "Haafingar"
elseif HoldNumber == iReach ;2
return "Reach"
elseif HoldNumber == iHjaalmarch ;3
return "Hjaalmarch"
elseif HoldNumber == iWhiterun ;4
return "Whiterun"
elseif HoldNumber == iFalkreath ;5
return "Falkreath"
elseif HoldNumber == iPale ;6
return "Pale"
elseif HoldNumber == iWinterhold ;7
return "Winterhold"
elseif HoldNumber == iEastmarch ;8
return "Eastmarch"
elseif HoldNumber == iRift ;9
return "Rift"
Else
return "unknown hold"
EndIf
EndFunction
faction Function getFaction(int FactionToReturn, bool ReturnNPCFaction = false)
{Takes an int and returns the appropriate faction (1 = Imperials, 2 = Sons), ReturnNPCFaction returns the NPC faction that makes them hostile to members of the opposite NPC faction}
if FactionToReturn == iImperials
if ReturnNPCFaction == false
return CWImperialFaction
else
return CWImperialFactionNPC
endif
elseif FactionToReturn == iSons
if ReturnNPCFaction == false
return CWSonsFaction
else
return CWSonsFactionNPC
endif
Else
return None
log("CWScript", " WARNING: getFaction() encountered an unknown FactionToReturn. Expected 1 or 2, got " + FactionToReturn, 2, true, True)
EndIf
EndFunction
faction function getPlayerAllegianceFaction(bool ReturnNPCFaction = false)
return getFaction(PlayerAllegiance, ReturnNPCFaction)
EndFunction
faction Function getPlayerAllegianceEnemyFaction(bool ReturnNPCFaction = false)
return getFaction(getOppositeFactionInt(PlayerAllegiance), ReturnNPCFaction)
EndFunction
int Function getOppositeFactionInt(int FactionWhoseOppositeYouWant)
int returnVal
if FactionWhoseOppositeYouWant == iImperials
returnVal = iSons
ElseIf FactionWhoseOppositeYouWant == iSons
returnVal = iImperials
Else
log("CWScript", " WARNING: getOppositeFactionInt() encountered an unknown FactionWhoseOppositeYouWant. Expected 1 or 2, got " + FactionWhoseOppositeYouWant, 2, True, True)
EndIf
return returnVal
EndFunction
Actor Function GetRikkeOrGalmar(int iFaction = -1)
{Returns Rikke if iFaction == 1, or Galmar if iFaction == 2, uses PlayerAllegiance if iFaction == -1 (default)}
Log("CWScript", "GetRikkeOrGalmar(" + iFaction +")")
Actor ReturnRef
if iFaction == -1
iFaction = PlayerAllegiance
EndIf
if iFaction == 1
ReturnRef = Rikke.GetActorReference()
elseif iFaction == 2
ReturnRef = Galmar.GetActorReference()
Else
log("CWScript", " WARNING: GetRikkeOrGalmar() encountered an unknown iFaction. Expected 1 or 2, got " + iFaction, 2, True, True)
EndIf
Log("CWScript", "GetRikkeOrGalmar() returning:" + ReturnRef)
return returnRef
EndFunction
bool function CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(Actor ActorToCheck, Package PackageToCheck, Location LocationToCheck, ObjectReference MarkerToMoveTo)
Log("CWScript", "CheckRikkeGalmarNotAtCampPackageLocation(" + ActorToCheck + PackageToCheck + LocationToCheck +")")
bool returnVal
if ActorToCheck.GetCurrentPackage() == PackageToCheck && ActorToCheck.IsInLocation(LocationToCheck) == False
Log("CWScript", "CheckRikkeGalmarNotAtCampPackageLocation MOVING ACTOR and Returning TRUE because is in package but not in location" )
ActorToCheck.MoveTo(MarkerToMoveTo)
returnVal = True
Else
Log("CWScript", "CheckRikkeGalmarNotAtCampPackageLocation Returning FALSE because is either not in package, or in package and in location.")
returnVal = False
EndIf
return returnVal
EndFunction
Function MoveRikkeGalmarToCampIfNeeded(bool CheckIfUnloaded = False)
{Moves them to the proper camp if not already there and, if not in the same location as the player.}
;When called by Rikke/Galmar's OnUnload block, CheckIfUnloaded == false, when called by their OnPackageChange block it is True
Log("CWScript", "MoveRikkeGalmarToCampIfNeeded()")
if WarIsActive == 1 && GetStageDone(4)
if PlayerAllegiance == iImperials
Log("CWScript", "MoveRikkeGalmarToCampIfNeeded() player is Imperial, checking Rikke")
Actor RikkeActor = Rikke.GetActorReference()
Package CurrentPackage = RikkeActor.GetCurrentPackage()
if CheckIfUnloaded
If RikkeActor.Is3DLoaded()
Log("CWScript", "MoveRikkeGalmarToCampIfNeeded() CheckIfUnloaded == true, and Rikke has 3D so skip this.")
return
EndIf
EndIf
if CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampPale, MilitaryCampPaleImperialLocation, CWFieldCOMapTableMarkerPaleCampImperial)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampRift, MilitaryCampRiftImperialLocation, CWFieldCOMapTableMarkerRiftCampImperial)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampWinterhold, MilitaryCampWinterholdImperialLocation, CWFieldCOMapTableMarkerWinterholdCampImperial)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampHjaalmarch, MilitaryCampHjaalmarchImperialLocation, CWFieldCOMapTableMarkerHjaalmarchCampImperial)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampFalkreath, MilitaryCampFalkreathImperialLocation, CWFieldCOMapTableMarkerFalkreathCampImperial)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampReach, MilitaryCampReachImperialLocation, CWFieldCOMapTableMarkerReachCampImperial)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(RikkeActor, CWRikkeAtCampEastmarch, MilitaryCampEastmarchImperialLocation, CWFieldCOMapTableMarkerEastmarchCampImperial)
EndIf
elseif PlayerAllegiance == iSons
Log("CWScript", "MoveRikkeGalmarToCampIfNeeded() player is Sons, checking Galmar")
Actor GalmarActor = Galmar.GetActorReference()
Package CurrentPackage = GalmarActor.GetCurrentPackage()
if CheckIfUnloaded
If GalmarActor.Is3DLoaded()
Log("CWScript", "MoveGalmarGalmarToCampIfNeeded() CheckIfUnloaded == true, and Galmar has 3D so skip this.")
return
EndIf
EndIf
Log("CWScript", "MoveGalmarGalmarToCampIfNeeded() calling EvaluatePackage() on Galmar")
GalmarActor.EvaluatePackage()
if CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampFalkreath, MilitaryCampFalkreathSonsLocation, CWFieldCOMapTableMarkerFalkreathCampSons)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampReach, MilitaryCampReachSonsLocation, CWFieldCOMapTableMarkerReachCampSons)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampHjaalmarch, MilitaryCampHjaalmarchSonsLocation, CWFieldCOMapTableMarkerHjaalmarchCampSons)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampPale, MilitaryCampPaleSonsLocation, CWFieldCOMapTableMarkerPaleCampSons)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampWinterhold, MilitaryCampWinterholdSonsLocation, CWFieldCOMapTableMarkerWinterholdCampSons)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampRift, MilitaryCampRiftSonsLocation, CWFieldCOMapTableMarkerRiftCampSons)
elseif CheckRikkeGalmarNotAtCampPackageLocationAndMoveIfNeeded(GalmarActor, CWGalmarAtCampHaafingar, MilitaryCampHaafingarSonsLocation, CWFieldCOMapTableMarkerHaafingarCampSons)
EndIf
Else
Log("CWScript", "MoveRikkeGalmarToCampIfNeeded() player is Neither Imperial nor Sons, not checking Rikke or Galmar")
EndIf
Else
Log("CWScript", "MoveRikkeGalmarToCampIfNeeded() WarIsActive == false or GetStageDone(4) == false, not checking.")
EndIf
EndFunction
GlobalVariable Function GetCWObjGlobal(int HoldNumber)
{Returns a string based on the HoldNumber. Corresponds with iWhiterun, iRift, etc. Not for use to display to player. Just for sending to debug traces where you have a number refering to a hold.}
if HoldNumber == iHaafingar ;1
return CWObjHaafingar
elseif HoldNumber == iReach ;2
return CWObjReach
elseif HoldNumber == iHjaalmarch ;3
return CWObjHjaalmarch
elseif HoldNumber == iWhiterun ;4
return CWObjWhiterun
elseif HoldNumber == iFalkreath ;5
return CWObjFalkreath
elseif HoldNumber == iPale ;6
return CWObjPale
elseif HoldNumber == iWinterhold ;7
return CWObjWinterhold
elseif HoldNumber == iEastmarch ;8
return CWObjEastmarch
elseif HoldNumber == iRift ;9
return CWObjRift
EndIf
EndFunction
int Function GetActorAllgeiance(Actor ActorToCheck)
{Returns an integer correlating to the Civil War faction the actor belongs 1 = in faction CWImperialFaction, 2 = in faction CWSonsFaction}
if ActorToCheck.IsInFaction(CWImperialFaction) || ActorToCheck.IsInFaction(GovImperial)
return iImperials
ElseIf ActorToCheck.IsInFaction(CWSonsFaction) || ActorToCheck.IsInFaction(GovSons)
return iSons
Else
log("CWScript", "GetActorAllgeiance() ActorToCheck(" + ActorToCheck + ") is neither in CWImperialFaction nor CWImperialFaction.", 1)
return -1
EndIf
EndFunction
bool function isImperial(Actor ActorToCheck)
return GetActorAllgeiance(ActorToCheck) == iImperials
EndFunction
bool function isSons(Actor ActorToCheck)
return GetActorAllgeiance(ActorToCheck) == iSons
EndFunction
bool function IsPlayerInMyFaction(Actor ActorToCheck)
{Returns true if the actor is in the same CW<Faction>Faction as the player}
log("CWScript", "IsPlayerInMyFaction() ActorToCheck(" + ActorToCheck + ")")
bool returnVal = GetActorAllgeiance(ActorToCheck) == GetActorAllgeiance(Game.GetPlayer())
log("CWScript", "IsPlayerInMyFaction() returning: " + returnVal)
return returnVal
EndFunction
Function SetPlayerAllegiance(int FactionToJoin, int MakePlayerInvolved = 0)
{Takes an int for which faction the player should join. 1 = Imperials, 2 = Sons. Swaps player in/out of factions, and sets the playerInvolved flag if the optional parameter is set to 1, and PlayerAllegiance properties.}
;set quest properies
playerInvolved = MakePlayerInvolved
playerAllegiance = FactionToJoin
CWPlayerAllegiance.value = FactionToJoin
if FactionToJoin == iImperials
;swap factions
Game.GetPlayer().AddToFaction(getFaction(iImperials))
Game.GetPlayer().RemoveFromFaction(getFaction(iSons))
;swap FactionLeader alias
AliasFactionLeader.ForceRefTo(AliasTullius.GetReference())
elseif FactionToJoin == iSons
Game.GetPlayer().AddToFaction(getFaction(iSons))
Game.GetPlayer().RemoveFromFaction(getFaction(iImperials))
;swap FactionLeader alias
AliasFactionLeader.ForceRefTo(AliasUlfric.GetReference())
Else
log("CWScript", "SetPlayerAllegiance() encountered an unknown FactionToJoin. Expect 1 or 2, got " + FactionToJoin)
EndIf
log("CWScript", "SetPlayerAllegiance() setting players allegiance to " + FactionToJoin + "(" + FactionName(FactionToJoin) + ")")
EndFunction
function pacifyAliasForSurrender(ReferenceAlias RefAliasToPacify)
;MAKE SURE YOU PUT THE PLAYER in CWSurrenderTemporaryAllies BEFORE YOU CALL THIS
log("CWScript", "pacifyAliasForSurrender(" + RefAliasToPacify + ")")
Actor ActorRef = RefAliasToPacify.GetActorReference()
ClearActorsEnemyFlagOnCrimeFactions(ActorRef)
ActorRef.AddToFaction(CWSurrenderTemporaryAllies)
ActorRef.StopCombatAlarm()
Game.GetPlayer().StopCombatAlarm()
ActorRef.StopCombat()
EndFunction
function ClearAliasEnemyFlagOnCrimeFactions(ReferenceAlias AliasWhoseCrimeFactionShouldClearPlayerEnemyFlag)
log("CWScript", "ClearActorsEnemyFlagOnCrimeFactions(" + AliasWhoseCrimeFactionShouldClearPlayerEnemyFlag + ") will call ClearActorsEnemyFlagOnCrimeFactions()")
ClearActorsEnemyFlagOnCrimeFactions(AliasWhoseCrimeFactionShouldClearPlayerEnemyFlag.GetActorReference())
EndFunction
function ClearActorsEnemyFlagOnCrimeFactions(Actor ActorWhoseCrimeFactionShouldClearPlayerEnemyFlag)
Faction myCrimeFaction = ActorWhoseCrimeFactionShouldClearPlayerEnemyFlag.GetCrimeFaction()
log("CWScript", "ClearActorsEnemyFlagOnCrimeFactions(" + ActorWhoseCrimeFactionShouldClearPlayerEnemyFlag + ") clearing player enemy flag on faction: " + myCrimeFaction )
if myCrimeFaction
myCrimeFaction.SetPlayerEnemy(false)
EndIf
EndFunction
Function PlayerTookOath(int iFaction)
log("CWScript", "PlayerTookOath(" + iFaction + ")")
if iFaction == iImperials
CW00A.setObjectiveCompleted(1)
CW00B.setObjectiveFailed(2)
CW01B.setStage(999)
elseif iFaction == iSons
CW00B.setObjectiveCompleted(2)
CW00A.setObjectiveFailed(1)
CW01A.setStage(999)
EndIf
;turn off introductory quests:
CW00A.stop()
CW00B.stop()
EndFunction
Location Function GetMyCurrentHoldLocation(ObjectReference RefToGetCurrentHoldFor)
{Returns a location corresponding to the location of the hold the actor is currently in}
Location returnLocation
if RefToGetCurrentHoldFor.IsInLocation(HaafingarHoldLocation)
returnLocation = HaafingarHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(ReachHoldLocation)
returnLocation = ReachHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(HjaalmarchHoldLocation)
returnLocation = HjaalmarchHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(WhiterunHoldLocation)
returnLocation = WhiterunHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(FalkreathHoldLocation)
returnLocation = FalkreathHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(PaleHoldLocation)
returnLocation = PaleHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(WinterholdHoldLocation)
returnLocation = WinterholdHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(EastmarchHoldLocation)
returnLocation = EastmarchHoldLocation
Elseif RefToGetCurrentHoldFor.IsInLocation(RiftHoldLocation)
returnLocation = RiftHoldLocation
Else
log("CWScript", " WARNING: GetMyCurrentHoldLocation(" + RefToGetCurrentHoldFor + ") could NOT find the actor is in any hold location.", 2, true, true)
EndIf
log("CWScript", "GetMyCurrentHoldLocation(" + RefToGetCurrentHoldFor + ") RETURNING: " + returnLocation)
return returnLocation
EndFunction
Location Function GetMyEditorLocationHoldLocation(ObjectReference RefToGetEditorLocHoldFor)
{Returns a location corresponding to the location of the hold the actor's editor location currently in}
Location EditorLocation = RefToGetEditorLocHoldFor.GetEditorLocation()
Location returnLocation
If HaafingarHoldLocation.IsChild(EditorLocation)
returnLocation = HaafingarHoldLocation
ElseIf ReachHoldLocation.IsChild(EditorLocation)
returnLocation = ReachHoldLocation
ElseIf HjaalmarchHoldLocation.IsChild(EditorLocation)
returnLocation = HjaalmarchHoldLocation
ElseIf WhiterunHoldLocation.IsChild(EditorLocation)
returnLocation = WhiterunHoldLocation
ElseIf FalkreathHoldLocation.IsChild(EditorLocation)
returnLocation = FalkreathHoldLocation
ElseIf PaleHoldLocation.IsChild(EditorLocation)
returnLocation = PaleHoldLocation
ElseIf WinterholdHoldLocation.IsChild(EditorLocation)
returnLocation = WinterholdHoldLocation
ElseIf EastmarchHoldLocation.IsChild(EditorLocation)
returnLocation = EastmarchHoldLocation
ElseIf RiftHoldLocation.IsChild(EditorLocation)
returnLocation = RiftHoldLocation
Else
log("CWScript", " WARNING: GetMyEditorLocationHoldLocation(" + RefToGetEditorLocHoldFor + ") could NOT find the actor's editor location is in any hold location.", 2, true, true)
EndIf
log("CWScript", "GetMyEditorLocationHoldLocation(" + RefToGetEditorLocHoldFor + ") RETURNING: " + returnLocation)
return returnLocation
EndFunction
Faction function GetCrimeFactionForActorFaction(Actor ActorToCheck)
log("CWScript", "GetCrimeFactionForActorFaction(" + ActorToCheck + ") will GetActorAllgeiance() and the return crime faction based on what was returned")
int myAllegiance = GetActorAllgeiance(ActorToCheck)
Faction returnFaction
if myAllegiance == iImperials
returnFaction = CrimeFactionImperial
elseif myAllegiance == iSons
returnFaction = CrimeFactionSons
Else
log("CWScript", " WARNING: GetCrimeFactionForActorFaction(" + ActorToCheck + ") is neither Imperial nor Sons, returning NONE)" , 2, true, true)
EndIf
log("CWScript", "GetCrimeFactionForActorFaction(" + ActorToCheck + ") returning:" + returnFaction)
return returnFaction
EndFunction
Faction Function GetCrimeFactionForHold(Location HoldLocation)
{Returns the normal crime faction for the hold}
log("CWScript", "GetCrimeFactionForHold(" + HoldLocation + ")")
Faction ReturnFaction
If HoldLocation == HaafingarHoldLocation
returnFaction = CrimeFactionHaafingar
ElseIf HoldLocation == ReachHoldLocation
returnFaction = CrimeFactionReach
ElseIf HoldLocation == HjaalmarchHoldLocation
returnFaction = CrimeFactionHjaalmarch
ElseIf HoldLocation == WhiterunHoldLocation
returnFaction = CrimeFactionWhiterun
ElseIf HoldLocation == FalkreathHoldLocation
returnFaction = CrimeFactionFalkreath
ElseIf HoldLocation == PaleHoldLocation
returnFaction = CrimeFactionPale
ElseIf HoldLocation == WinterholdHoldLocation
returnFaction = CrimeFactionWinterhold
ElseIf HoldLocation == EastmarchHoldLocation
returnFaction = CrimeFactionEastmarch
ElseIf HoldLocation == RiftHoldLocation
returnFaction = CrimeFactionRift
Else
log("CWScript", " WARNING: GetCrimeFactionForHold(" + HoldLocation + ") found an unexpected location that isn't a known hold.", 2, true, true)
EndIf
log("CWScript", "GetCrimeFactionForHold(" + HoldLocation + ") RETURNING: " + ReturnFaction)
return ReturnFaction
EndFunction
function ClearHoldCrimeGold(Location HoldLocation)
log("CWScript", "ClearHoldCrimeGold(" + HoldLocation + ") clearing crime gold.")
faction crimeFaction = GetCrimeFactionForHold(HoldLocation)
crimeFaction.SetCrimeGold(0)
crimeFaction.SetCrimeGoldViolent (0)
EndFunction
function setCrimeFactionOnActorForEditorLocationsHold(Actor ActorToSetCrimeFaction)
{Finds the hold of the actor's editor location, then adds and sets the appropriate crime faction}
log("CWScript", "setCrimeFactionOnActorForEditorLocationsHold(" + ActorToSetCrimeFaction + ")")
Location myHold = GetMyEditorLocationHoldLocation(ActorToSetCrimeFaction)
Faction myCrimeFaction = GetCrimeFactionForHold(myHold)
log("CWScript", "setCrimeFactionOnActorForEditorLocationsHold(" + ActorToSetCrimeFaction + ") will set crime faction to be " + myCrimeFaction)
ActorToSetCrimeFaction.SetCrimeFaction(myCrimeFaction)
EndFunction
function DetermineAndSetCrimeFactionForSoldierActor(Actor ActorRef)
log("CWScript", "DetermineAndSetCrimeFactionForSoldierActor(" + ActorRef + ") will determine my hold.")
Location myHold = GetMyEditorLocationHoldLocation(ActorRef)
log("CWScript", "DetermineAndSetCrimeFactionForSoldierActor(" + ActorRef + ") myHold = " + myHold + " now will determine if I am a defender or attacker and get my crime faction.")
faction myCrimeFaction
;DON'T SET CRIME FACTION FOR FORT SOLDIERS ANY MORE
location ActorLocation = ActorRef.GetEditorLocation()
if ActorLocation.HasKeyword(CWFort)
log("CWScript", "DetermineAndSetCrimeFactionForSoldierActor(" + ActorRef + ") location is a CWFort, NOT CHANGING CRIME FACTION. Location: " + ActorLocation)
RETURN
endif
if IsActorDefender(ActorRef, myHold)
myCrimeFaction = GetCrimeFactionForHold(myHold)
ElseIf IsActorAttacker(ActorRef, myHold)
myCrimeFaction = GetCrimeFactionForActorFaction(ActorRef)
Else
log("CWScript", " WARNING: ActorRef is neither attacker nor defender!!! DetermineAndSetCrimeFactionForSoldierActor(" + ActorRef + ")", 2, true, true)
EndIf
log("CWScript", "DetermineAndSetCrimeFactionForSoldierActor(" + ActorRef + ") will set crime faction to: " + myCrimeFaction)
ActorRef.SetCrimeFaction(myCrimeFaction)
log("CWScript", "DetermineAndSetCrimeFactionForSoldierActor(" + ActorRef + ") double checking GetCrimeFaction():" + ActorRef.GetCrimeFaction())
EndFunction
Location Function GetMyParentHoldLocation(Location LocationToGetParentHoldFor)
{Returns a location corresponding to the location of the hold the actor is currently in}
Location returnLocation
If HaafingarHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = HaafingarHoldLocation
ElseIf ReachHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = ReachHoldLocation
ElseIf HjaalmarchHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = HjaalmarchHoldLocation
ElseIf WhiterunHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = WhiterunHoldLocation
ElseIf FalkreathHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = FalkreathHoldLocation
ElseIf PaleHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = PaleHoldLocation
ElseIf WinterholdHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = WinterholdHoldLocation
ElseIf EastmarchHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = EastmarchHoldLocation
ElseIf RiftHoldLocation.IsChild(LocationToGetParentHoldFor)
returnLocation = RiftHoldLocation
Else
log("CWScript", " WARNING: GetMyParentHoldLocation(" + LocationToGetParentHoldFor + ") could NOT find the actor's editor location is in any hold location.", 2, true, true)
EndIf
log("CWScript", "GetMyParentHoldLocation(" + LocationToGetParentHoldFor + ") RETURNING: " + returnLocation)
return returnLocation
EndFunction
Location Function GetCapitalLocationForHold(Location HoldLocation)
{Returns a location corresponding to the capital location of the hold location}
Location returnLocation
if HoldLocation == HaafingarHoldLocation
returnLocation = SolitudeLocation
elseif HoldLocation == ReachHoldLocation
returnLocation = MarkarthLocation
elseif HoldLocation == HjaalmarchHoldLocation
returnLocation = MorthalLocation
elseif HoldLocation == WhiterunHoldLocation
returnLocation = WhiterunLocation
elseif HoldLocation == FalkreathHoldLocation
returnLocation = FalkreathLocation
elseif HoldLocation == PaleHoldLocation
returnLocation = DawnstarLocation
elseif HoldLocation == WinterholdHoldLocation
returnLocation = WinterholdLocation
elseif HoldLocation == EastmarchHoldLocation
returnLocation = WindhelmLocation
elseif HoldLocation == RiftHoldLocation
returnLocation = RiftenLocation
EndIf
log("CWScript", "GetCapitalLocationForHold(" + HoldLocation + ") RETURNING: " + returnLocation)
return returnLocation
EndFunction
location function GetCampLocationForHold(Location Hold, int GetCampForThisFaction)
location ReturnVal
if Hold == HaafingarHoldLocation
if GetCampForThisFaction == iImperials
; returnVal = MilitaryCampHaafingarImperialLocation
Else
returnVal = MilitaryCampHaafingarSonsLocation
EndIf
elseif Hold == ReachHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampReachImperialLocation
Else
returnVal = MilitaryCampReachSonsLocation
endif
elseif Hold == HjaalmarchHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampHjaalmarchImperialLocation
Else
returnVal = MilitaryCampHjaalmarchSonsLocation
endif
elseif Hold == WhiterunHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampWhiterunImperialLocation
Else
returnVal = MilitaryCampWhiterunSonsLocation
endif
elseif Hold == FalkreathHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampFalkreathImperialLocation
Else
returnVal = MilitaryCampFalkreathSonsLocation
endif
elseif Hold == PaleHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampPaleImperialLocation
Else
returnVal = MilitaryCampPaleSonsLocation
endif
elseif Hold == WinterholdHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampWinterholdImperialLocation
Else
returnVal = MilitaryCampWinterholdSonsLocation
endif
elseif Hold == EastmarchHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampEastmarchImperialLocation
Else
; returnVal = MilitaryCampEastmarchSonsLocation
endif
elseif Hold == RiftHoldLocation
if GetCampForThisFaction == iImperials
returnVal = MilitaryCampRiftImperialLocation
Else
returnVal = MilitaryCampRiftSonsLocation
endif
EndIf
return returnVal
EndFunction
ObjectReference function GetReferenceHQFieldCOForHold(Location Hold, int FactionToCheck)
log("CWScript", "GetReferenceHQFieldCOForHold(" + Hold + ") calling GetAliasHQFieldCOForHold()")
ObjectReference returnVar = GetAliasHQFieldCOForHold(Hold, FactionToCheck).GetReference()
log("CWScript", "GetReferenceHQFieldCOForHold(" + Hold + ") calling GetAliasHQFieldCOForHold() RETURN:" + returnVar)
return returnVar
EndFunction
ObjectReference function GetReferenceCampFieldCOForHold(Location Hold, int FactionToCheck)
log("CWScript", "GetReferenceCampFieldCOForHold(" + Hold + ") calling GetAliasCampFieldCOForHold()")
ObjectReference returnVar = GetAliasCampFieldCOForHold(Hold, FactionToCheck).GetReference()
log("CWScript", "GetReferenceCampFieldCOForHold(" + Hold + ") calling GetAliasCampFieldCOForHold() RETURN:" + returnVar)
return returnVar
EndFunction
referenceAlias function GetAliasHQFieldCOForHold(Location Hold, int FactionToCheck)
log("CWScript", "GetAliasHQFieldCOForHold(" + Hold + ")")
ReferenceAlias returnVal
if FactionToCheck == iImperials
if Hold == EastmarchHoldLocation
returnVal = Alias_FieldCOImperialEastmarchHQ
elseif Hold == FalkreathHoldLocation
returnVal = Alias_FieldCOImperialFalkreathHQ
elseif Hold == HaafingarHoldLocation
returnVal = Alias_FieldCOImperialHaafingarHQ
elseif Hold == HjaalmarchHoldLocation
returnVal = Alias_FieldCOImperialHjaalmarchHQ
elseif Hold == PaleHoldLocation
returnVal = Alias_FieldCOImperialPaleHQ
elseif Hold == ReachHoldLocation
returnVal = Alias_FieldCOImperialReachHQ
elseif Hold == RiftHoldLocation
returnVal = Alias_FieldCOImperialRiftHQ
elseif Hold == WhiterunHoldLocation
returnVal = Alias_FieldCOImperialWhiterunHQ
elseif Hold == WinterholdHoldLocation
returnVal = Alias_FieldCOImperialWinterholdHQ
EndIf
elseif FactionToCheck == iSons
if Hold == EastmarchHoldLocation
returnVal = Alias_FieldCOSonsEastmarchHQ
elseif Hold == FalkreathHoldLocation
returnVal = Alias_FieldCOSonsFalkreathHQ
elseif Hold == HaafingarHoldLocation
returnVal = Alias_FieldCOSonsHaafingarHQ
elseif Hold == HjaalmarchHoldLocation
returnVal = Alias_FieldCOSonsHjaalmarchHQ
elseif Hold == PaleHoldLocation
returnVal = Alias_FieldCOSonsPaleHQ
elseif Hold == ReachHoldLocation
returnVal = Alias_FieldCOSonsReachHQ
elseif Hold == RiftHoldLocation
returnVal = Alias_FieldCOSonsRiftHQ
elseif Hold == WhiterunHoldLocation
returnVal = Alias_FieldCOSonsWhiterunHQ
elseif Hold == WinterholdHoldLocation
returnVal = Alias_FieldCOSonsWinterholdHQ
endif
Else
log("CWScript", " WARNING: GetAliasHQFieldCOForHold(" + Hold + ") expect 1 or 2 for FactionToCheck, intead got: " + FactionToCheck, 2, true, true)
endif
log("CWScript", "GetAliasHQFieldCOForHold(" + Hold + ") RETURNING: " + returnVal)
return returnVal
EndFunction
ReferenceAlias Function GetAliasCampFieldCOForHold(Location Hold, int FactionToCheck)
log("CWScript", "GetAliasCampFieldCOForHold(" + Hold + ")")
ReferenceAlias returnVal
if FactionToCheck == iImperials
if Hold == EastmarchHoldLocation
returnVal = Alias_FieldCOImperialEastmarchCamp
elseif Hold == FalkreathHoldLocation
returnVal = Alias_FieldCOImperialFalkreathCamp
elseif Hold == HaafingarHoldLocation
returnVal = Alias_FieldCOImperialHaafingarCamp
elseif Hold == HjaalmarchHoldLocation
returnVal = Alias_FieldCOImperialHjaalmarchCamp
elseif Hold == PaleHoldLocation
returnVal = Alias_FieldCOImperialPaleCamp
elseif Hold == ReachHoldLocation
returnVal = Alias_FieldCOImperialReachCamp
elseif Hold == RiftHoldLocation
returnVal = Alias_FieldCOImperialRiftCamp
elseif Hold == WhiterunHoldLocation
returnVal = Alias_FieldCOImperialWhiterunCamp
elseif Hold == WinterholdHoldLocation
returnVal = Alias_FieldCOImperialWinterholdCamp
endif
Elseif FactionToCheck == iSons
if Hold == EastmarchHoldLocation
returnVal = Alias_FieldCOSonsEastmarchCamp
elseif Hold == FalkreathHoldLocation
returnVal = Alias_FieldCOSonsFalkreathCamp
elseif Hold == HaafingarHoldLocation
returnVal = Alias_FieldCOSonsHaafingarCamp
elseif Hold == HjaalmarchHoldLocation
returnVal = Alias_FieldCOSonsHjaalmarchCamp
elseif Hold == PaleHoldLocation
returnVal = Alias_FieldCOSonsPaleCamp
elseif Hold == ReachHoldLocation
returnVal = Alias_FieldCOSonsReachCamp
elseif Hold == RiftHoldLocation
returnVal = Alias_FieldCOSonsRiftCamp
elseif Hold == WhiterunHoldLocation
returnVal = Alias_FieldCOSonsWhiterunCamp
elseif Hold == WinterholdHoldLocation
returnVal = Alias_FieldCOSonsWinterholdCamp
endif
Else
log("CWScript", " WARNING: GetAliasCampFieldCOForHold(" + Hold + ") expect 1 or 2 for FactionToCheck, intead got: " + FactionToCheck, 2, true, true)
EndIf
log("CWScript", "GetAliasCampFieldCOForHold(" + Hold + ") RETURNING: " + returnVal)
return returnVal
EndFunction
int Function GetHoldID(Location HoldToCheck)
{Returns an int specifying the ID of the specified hold; -1 = FAIL}
int holdID = -1
if HoldToCheck == HaafingarHoldLocation
holdID = iHaafingar ;1
elseif HoldToCheck == ReachHoldLocation
holdID = iReach ;2
elseif HoldToCheck == HjaalmarchHoldLocation
holdID = iHjaalmarch ;3
elseif HoldToCheck == WhiterunHoldLocation
holdID = iWhiterun ;4
elseif HoldToCheck == FalkreathHoldLocation
holdID = iFalkreath ;5
elseif HoldToCheck == PaleHoldLocation
holdID = iPale ;6
elseif HoldToCheck == WinterholdHoldLocation
holdID = iWinterhold ;7
elseif HoldToCheck == EastmarchHoldLocation
holdID = iEastmarch ;8
elseif HoldToCheck == RiftHoldLocation
holdID = iRift ;9
else
log("CWScript", "GetHoldID(" + HoldToCheck + ") location unrecognized. Expected one of the nine holds, got something else.", 2)
holdID = -1
EndIf
log("CWScript", "GetHoldID() HoldToCheck[" + HoldToCheck + "], ID = " + holdID)
return holdID
EndFunction
int Function GetHoldOwner(int HoldToCheck)
{Returns an int specifying current owner of HoldToCheck. 1 = Imperials, 2 = Sons, -1 = FAIL}
int owner ;1 = Imperials, 2 = Sons
if HoldToCheck == iHaafingar ;1
owner = ownerHaafingar
elseif HoldToCheck == iReach ; 2
owner = ownerReach
elseif HoldToCheck == iHjaalmarch ;3
owner = ownerHjaalmarch
elseif HoldToCheck == iWhiterun ;4
owner = ownerWhiterun
elseif HoldToCheck == iFalkreath ;5
owner = ownerFalkreath
elseif HoldToCheck == iPale ;6
owner = ownerPale
elseif HoldToCheck == iWinterhold ;7
owner = ownerWinterhold
elseif HoldToCheck == iEastmarch ;8
owner = ownerEastmarch
elseif HoldToCheck == iRift ;9
owner = ownerRift
else
log("CWScript", "GetHoldOwner(" + HoldToCheck + ") parametered unrecognized. Expected an int 1-9 as HoldToCheck, got something else.", 2)
owner = -1
EndIf
log("CWScript", "GetHoldOwner() HoldToCheck[" + HoldToCheck + "], owner = " + owner + "[" + FactionName(owner) + "]")
return owner
EndFunction
bool function IsPlayerAttacking(Location LocationToCheck)
bool returnVal
if LocationToCheck.GetKeywordData(CWOwner) == PlayerAllegiance
returnVal = False
Else
returnVal = True
EndIf
log("CWScript", "IsPlayerAttacking(" + LocationToCheck + ") returning: " + returnVal)
return returnVal
EndFunction
function DiscoverMilitaryCampMarkers(int FactionID)
if FactionID == iImperials
;MilitaryCampEastmarchImperialMapMarker NOT ADDING THIS HERE BECAUSE THIS FUNCTION HAPPENS BEFORE YOU ARE ALLOWED TO GET MISSIONS IN THE FINAL HOLD
MilitaryCampFalkreathImperialMapMarker.addToMap()
MilitaryCampHjaalmarchImperialMapMarker.addToMap()
MilitaryCampPaleImperialMapMarker.addToMap()
MilitaryCampReachImperialMapMarker.addToMap()
MilitaryCampRiftImperialMapMarker.addToMap()
MilitaryCampWhiterunImperialMapMarker.addToMap()
MilitaryCampWinterholdImperialMapMarker.addToMap()
elseif FactionID == iSons
MilitaryCampFalkreathSonsMapMarker.addToMap()
;MilitaryCampHaafingarSonsMapMarker NOT ADDING THIS HERE BECAUSE THIS FUNCTION HAPPENS BEFORE YOU ARE ALLOWED TO GET MISSIONS IN THE FINAL HOLD
MilitaryCampHjaalmarchSonsMapMarker.addToMap()
MilitaryCampPaleSonsMapMarker.addToMap()
MilitaryCampReachSonsMapMarker.addToMap()
MilitaryCampRiftSonsMapMarker.addToMap()
MilitaryCampWhiterunSonsMapMarker.addToMap()
MilitaryCampWinterholdSonsMapMarker.addToMap()
Else
log("CWScript", " WARNING: DiscoverMilitaryCampMarkers(" + FactionID + ") FactionID parameter unrecognized. Expect 1 or 2. Got:" + FactionID, 2, True, True)
EndIf
EndFunction
Bool Function FactionOwnsAll(int FactionToTest)
{Returns true if FactionToTest represents a faction that owns all the contestable holds.}
;Note the use of \ to break the single if statement across multiple lines for ease of reading
if GetHoldOwner(iReach) == FactionToTest && \
GetHoldOwner(iHjaalmarch) == FactionToTest && \
GetHoldOwner(iWhiterun) == FactionToTest && \
GetHoldOwner(iFalkreath) == FactionToTest && \
GetHoldOwner(iPale) == FactionToTest && \
GetHoldOwner(iWinterhold) == FactionToTest && \
GetHoldOwner(iRift) == FactionToTest
return True
Else
return False
EndIf
EndFunction
function RegisterEventHappening(Location LocationWhereEventIsHappening)
{set CWEventHappening keyword data to 1, this can be checked in conditions if designers want things to happen or not happen when civil war events are happening in their location}
if LocationWhereEventIsHappening.HasKeyword(CWEventHappening)
log("CWScript", " RegisterEventHappening(" + LocationWhereEventIsHappening + ") setting CWEventHappening keyword data to 1.")
LocationWhereEventIsHappening.SetKeywordData(CWEventHappening, 1)
Else
log("CWScript", " WARNING: RegisterEventHappening(" + LocationWhereEventIsHappening + ") does not have CWEventHappening keyword", 2, True, True)
EndIf
EndFunction
function UnregisterEventHappening(Location LocationWhereEventIsHappening)
{set CWEventHappening keyword data to 1, this can be checked in conditions if designers want things to happen or not happen when civil war events are happening in their location}
if LocationWhereEventIsHappening.HasKeyword(CWEventHappening)
log("CWScript", " RegisterEventHappening(" + LocationWhereEventIsHappening + ") setting CWEventHappening keyword data to 0.")
LocationWhereEventIsHappening.SetKeywordData(CWEventHappening, 0)
Else
log("CWScript", " WARNING: RegisterEventHappening(" + LocationWhereEventIsHappening + ") does not have CWEventHappening keyword", 2, True, True)
EndIf
EndFunction
function stopSiegeQuests()
log("CWScript", "CW Script: stopSiegeQuests() NEED TO SHUT DOWN AND CLEAN UP SIEGE QUESTS", 1)
debug.messageBox("CW Script: stopSiegeQuests() NEED TO SHUT DOWN AND CLEAN UP SIEGE QUESTS")
EndFunction
function StopCivilWar() ;called by CW STAGE 255
{Used to cut a campaign short so the Civil War can halt for the peace treaty signing scenes}
WarIsActive = -1
PlayerInvolved = 1
;STOP ANY CIVIL WAR MISSION QUESTS / FORT BATTLES
if CWFortSiegeFort.IsRunning()
CWFortSiegeFort.setStage(9000)
Rikke.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Rikke.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
EndIf
if CWMission03.IsRunning()
CWMission03.setStage(200)
Rikke.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Rikke.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
EndIf
if CWMission04.IsRunning()
CWMission04.setStage(200)
Rikke.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Rikke.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
EndIf
if CWMission07.IsRunning()
CWMission07.setStage(200)
Rikke.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOActiveMissionFaction)
Rikke.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
Galmar.GetActorReference().removeFromFaction(CWFieldCOSuccessfulMissionFaction)
EndIf
; ;If player's side is attacking "FAIL" the CWCampaign, if player's side is defending "COMPLETE" the CWCampaign
; if playerAllegiance == Attacker
; CWCampaignObj.setStage(300)
; Else
; CWCampaignObj.setStage(200)
; EndIf
;
; CWCampaign.stop()
;
; (CWCampaign as CWCampaignScript).ResetCampaign()
; (CWCampaign as CWCampaignPollForMissionAcceptScript).StopPolling()
; setHoldOwner(ContestedHold, ownerContestedHold)
; CWCampaignTruce.show()
EndFunction
function restartCivilWar() ;called in stage 256 of CW quest
SetStage(playerAllegiance) ;sets stage 1 or 2, which calls setplayeAllegience and sets PlayerInvolved to be 1
if getStageDone(4) ;makes sure the player has completed a campaign before setting warIsActive (in case you haven't finished the Whiterun battle yet)
WarIsActive = 1
Else
WarIsActive = 0 ;in case it was set to -1 due to peace treaty
endif
; restartCivilWarCompleteObjectiveIfNeeded(102, HaafingarHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(201, ReachHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(202, ReachHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(301, HjaalmarchHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(302, HjaalmarchHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(401, WhiterunHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(402, WhiterunHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(501, FalkreathHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(502, FalkreathHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(601, PaleHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(602, PaleHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(701, WinterholdHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(702, WinterholdHoldLocation)
; restartCivilWarCompleteObjectiveIfNeeded(801, Eastmarch HoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(901, RiftHoldLocation)
restartCivilWarCompleteObjectiveIfNeeded(902, RiftHoldLocation)
EndFunction
function restartCivilWarCompleteObjectiveIfNeeded(int objectiveToCheck, Location HoldLocationToCheck)
bool ObjDisplayed = CWObj.IsObjectiveDisplayed(objectiveToCheck)
bool ObjCompleted = CWObj.IsObjectiveCompleted(objectiveToCheck)
bool HoldOwnedByPlayersFaction = HoldLocationToCheck.GetKeywordData(CWOwner) == playerAllegiance
bool ShouldCompleteObj = False
if ObjDisplayed && ObjCompleted == False
if HoldOwnedByPlayersFaction
ShouldCompleteObj = true
EndIf
EndIf
log("CWScript", " restartCivilWarCompleteObjectiveIfNeeded() COMPLETE OBJECTIVE? " + ShouldCompleteObj + "; Details: Objective: " + objectiveToCheck + ", Location: " + HoldLocationToCheck + " Objective Displayed?: " + ObjDisplayed + ", Objective Completed?: " + ObjCompleted + ", Location Owned by Player's faction?: " + HoldOwnedByPlayersFaction)
if ShouldCompleteObj
CWObj.SetObjectiveCompleted(objectiveToCheck)
EndIf
EndFunction
Function SetCountWins()
{Sets various count variables for keeping track of how many times each faction won each hold... calls SetCountWinsImperials() and SetCountWinsSons()}
if ContestedHoldWinner == iImperials
SetCountWinsImperials()
Elseif contestedHoldWinner == iSons
SetCountWinsSons()
EndIf
EndFunction
Function SetCountWinsImperials()
CountWinImperials += 1
if ContestedHold == iReach ;2
CountWinReachImperials += 1
elseif ContestedHold == iHjaalmarch ;3
CountWinHjaalmarchImperials += 1
elseif ContestedHold == iWhiterun ;4
CountWinWhiterunImperials += 1
elseif ContestedHold == iFalkreath ;5
CountWinFalkreathImperials += 1
elseif ContestedHold == iPale ;6
CountWinPaleImperials += 1
elseif ContestedHold == iWinterhold ;7
CountWinWinterholdImperials += 1
elseif ContestedHold == iRift ;9
CountWinRiftImperials += 1
EndIf
EndFunction
Function SetCountWinsSons()
CountWinSons += 1
if ContestedHold == iReach ;2
CountWinReachSons += 1
elseif ContestedHold == iHjaalmarch ;3
CountWinHjaalmarchSons += 1
elseif ContestedHold == iWhiterun ;4
CountWinWhiterunSons += 1
elseif ContestedHold == iFalkreath ;5
CountWinFalkreathSons += 1
elseif ContestedHold == iPale ;6
CountWinPaleSons += 1
elseif ContestedHold == iWinterhold ;7
CountWinWinterholdSons += 1
elseif ContestedHold == iRift ;9
CountWinRiftSons += 1
EndIf
EndFunction
Message Function getCampaignWonMessage()
{Returns the message object associated with the corresponding contestedHold and contestedHoldWinner property}
Message messageToReturn
if PlayerAllegiance == iImperials
if contestedHoldWinner == iImperials
if contestedHoldWinType == 1 ;took away
messageToReturn = CWCampaignOutcomeWonAttackMsgImperial
elseif contestedHoldWinType == 2 ;held onto
messageToReturn = CWCampaignOutcomeWonDefenseMsgImperial
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for contestedHoldWinType, found: " + contestedHoldWinType, 2)
EndIf
elseif contestedHoldWinner == iSons
if contestedHoldWinType == 1 ; Sons took away
messageToReturn = CWCampaignOutcomeLostDefenseMsgImperial
elseif contestedHoldWinType == 2 ;Sons held onto
messageToReturn = CWCampaignOutcomeLostAttackMsgImperial
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for contestedHoldWinType, found: " + contestedHoldWinType, 2)
EndIf
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for contestedHoldWinner, found: " + contestedHoldWinType, 2)
EndIf
elseif PlayerAllegiance == iSons
if contestedHoldWinner == iSons
if contestedHoldWinType == 1 ;took away
messageToReturn = CWCampaignOutcomeWonAttackMsgSons
elseif contestedHoldWinType == 2 ;held onto
messageToReturn = CWCampaignOutcomeWonDefenseMsgSons
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for contestedHoldWinType, found: " + contestedHoldWinType, 2)
EndIf
elseif contestedHoldWinner == iImperials
if contestedHoldWinType == 1 ; Imperials took away
messageToReturn = CWCampaignOutcomeLostDefenseMsgSons
elseif contestedHoldWinType == 2 ;Imperials held onto
messageToReturn = CWCampaignOutcomeLostAttackMsgSons
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for contestedHoldWinType, found: " + contestedHoldWinType, 2)
EndIf
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for contestedHoldWinner, found: " + contestedHoldWinner, 2)
EndIf
Else
Log("CWScript", " WARNING: getCampaignWonMessage() expected 1 or 2 for PlayerAllegiance, found: " + PlayerAllegiance, 2)
EndIf
Log("CWScript", "getCampaignWonMessage() returning: " + messageToReturn)
return messageToReturn
; If contestedHold == iReach
; If contestedHoldWinner == iImperials
; return CWCampaignWonReachImperials
; Else ;== iSons
; return CWCampaignWonReachSons
; EndIf
;
; ElseIf contestedHold == iHjaalmarch
; If contestedHoldWinner == iImperials
; return CWCampaignWonHjaalmarchImperials
; Else ;== iSons
; return CWCampaignWonHjaalmarchSons
; EndIf
;
; ElseIf contestedHold == iWhiterun
; If contestedHoldWinner == iImperials
; return CWCampaignWonWhiterunImperials
; Else ;== iSons
; return CWCampaignWonWhiterunSons
; EndIf
;
; ElseIf contestedHold == iFalkreath
; If contestedHoldWinner == iImperials
; return CWCampaignWonFalkreathImperials
; Else ;== iSons
; return CWCampaignWonFalkreathSons
; EndIf
;
; ElseIf contestedHold == iPale
; If contestedHoldWinner == iImperials
; return CWCampaignWonPaleImperials
; Else ;== iSons
; return CWCampaignWonPaleSons
; EndIf
;
; ElseIf contestedHold == iWinterhold
; If contestedHoldWinner == iImperials
; return CWCampaignWonWinterholdImperials
; Else ;== iSons
; return CWCampaignWonWinterholdSons
; EndIf
;
; ElseIf contestedHold == iRift
; If contestedHoldWinner == iImperials
; return CWCampaignWonRiftImperials
; Else ;== iSons
; return CWCampaignWonRiftSons
; EndIf
;
; EndIf
EndFunction
location Function getLocationForHold(int Hold)
{Returns a location corresponding to the integer Hold parameter}
if Hold == iHaafingar ;1
return HaafingarHoldLocation
elseif Hold == iReach ;2
return ReachHoldLocation
elseif Hold == iHjaalmarch ;3
return HjaalmarchHoldLocation
elseif Hold == iWhiterun ;4
return WhiterunHoldLocation
elseif Hold == iFalkreath ;5
return FalkreathHoldLocation
elseif Hold == iPale ;6
return PaleHoldLocation
elseif Hold == iWinterhold ;7
return WinterholdHoldLocation
elseif Hold == iEastmarch ;8
return EastmarchHoldLocation
elseif Hold == iRift ;9
return RiftHoldLocation
EndIf
EndFunction
int function getIntForHoldLocation(Location LocationToGetIntFor)
if LocationToGetIntFor == None
log("CWScript", " WARNING! getIntForHoldLocation() returning -1 because it recieved an unexpected location that isn't a hold: " + LocationToGetIntFor)
return -1
EndIf
if LocationToGetIntFor == HaafingarHoldLocation
return iHaafingar
ElseIf LocationToGetIntFor == ReachHoldLocation
return iReach
ElseIf LocationToGetIntFor == HjaalmarchHoldLocation
return iHjaalmarch
ElseIf LocationToGetIntFor == WhiterunHoldLocation
return iWhiterun
ElseIf LocationToGetIntFor == FalkreathHoldLocation
return iFalkreath
ElseIf LocationToGetIntFor == PaleHoldLocation
return iPale
ElseIf LocationToGetIntFor == WinterholdHoldLocation
return iWinterhold
ElseIf LocationToGetIntFor == EastmarchHoldLocation
return iEastmarch
ElseIf LocationToGetIntFor == RiftHoldLocation
return iRift
Else
log("CWScript", " WARNING! getIntForHoldLocation() returning -1 because it recieved an unexpected location that isn't a hold: " + LocationToGetIntFor)
return -1
EndIf
EndFunction
ObjectReference Function getCampaignStartMarker(int Hold)
{Returns an objectReference (xmarker) corresponding to the integer Hold parameter}
if Hold == iHaafingar ;1
return CWCampaignStartMarkerHaafingar
elseif Hold == iReach ;2
return CWCampaignStartMarkerReach
elseif Hold == iHjaalmarch ;3
return CWCampaignStartMarkerHjaalmarch
elseif Hold == iWhiterun ;4
return CWCampaignStartMarkerWhiterun
elseif Hold == iFalkreath ;5
return CWCampaignStartMarkerFalkreath
elseif Hold == iPale ;6
return CWCampaignStartMarkerPale
elseif Hold == iWinterhold ;7
return CWCampaignStartMarkerWinterhold
elseif Hold == iEastmarch ;8
return CWCampaignStartMarkerEastmarch
elseif Hold == iRift ;9
return CWCampaignStartMarkerRift
EndIf
EndFunction
function initializeFortOwnerKeywordData()
;The main quest needs to find CWCampaignStartMarkers based on who owns the hold. The CWCampaignMarker objects live in all the forts, therefore I need to set the keyword data for these at game start so without question the Main Quest knows who owns what via keyword data
FortHraggstadLocation.SetKeywordData(CWOwner, iImperials)
FortSungardLocation.SetKeywordData(CWOwner, iImperials)
FortSnowhawkLocation.SetKeywordData(CWOwner, iImperials)
FortGreymoorLocation.SetKeywordData(CWOwner, iImperials)
FortNeugradLocation.SetKeywordData(CWOwner, iImperials)
FortDunstadLocation.SetKeywordData(CWOwner, iSons)
FortKastavLocation.SetKeywordData(CWOwner, iSons)
FortAmolLocation.SetKeywordData(CWOwner, iSons)
FortGreenwallLocation.SetKeywordData(CWOwner, iSons)
EndFunction
int function getOwner(Location LocationToCheck)
{Returns an int representing the faction that controls the location. Checked the CWOwner keyword data on the location. 1 = Imperials, 2 = Sons}
int owner = LocationToCheck.GetKeywordData(CWOwner) as Int
Log("CWScript", "GetOwner(" + LocationToCheck + ") returning " + owner + "(" + FactionName(owner) + ")")
return owner
EndFunction
int Function GetAttacker(Location LocationToCheck)
{Returns and int representing the faction that does not control the location}
int returnVal
if GetOwner(LocationToCheck) == iImperials
returnVal = iSons
Elseif GetOwner(LocationToCheck) == iSons
returnVal = iImperials
Else
Log("CWScript", " WARNING: GetAttacker(" + LocationToCheck + ") found unexpected Owner. Expected 1 or 2, instead got " + returnVal, 2, true, true)
EndIf
Log("CWScript", "GetAttacker(" + LocationToCheck + ") returning: " + returnVal)
return returnVal
EndFunction
int Function GetDefender(Location LocationToCheck)
{Returns and int representing the faction that does not control the location}
int returnVal = GetOwner(LocationToCheck)
Log("CWScript", "GetDefender(" + LocationToCheck + ") returning: " + returnVal)
return returnVal
EndFunction
bool function PlayersFactionIsAttacker(Location LocationToCheck)
bool returnVal
returnVal = GetAttacker(LocationToCheck) == PlayerAllegiance
Log("CWScript", "PlayersFactionIsAttacker(" + LocationToCheck + ") returning: " + returnVal)
return returnVal
EndFunction
bool function PlayersFactionIsDefender(Location LocationToCheck)
bool returnVal
returnVal = GetDefender(LocationToCheck) == PlayerAllegiance
Log("CWScript", "PlayersFactionIsDefender(" + LocationToCheck + ") returning: " + returnVal)
return returnVal
EndFunction
bool function ImperialsAreAttacking(Location LocationToCheck)
Log("CWScript", "ImperialsAreAttacking()")
bool returnVal
returnVal = GetAttacker(LocationToCheck) == iImperials
Log("CWScript", "ImperialsAreAttacking() returning: " + returnVal)
return returnVal
EndFunction
bool function SonsAreAttacking(Location LocationToCheck)
Log("CWScript", "SonsAreAttacking()")
bool returnVal
returnVal = GetAttacker(LocationToCheck) == iSons
Log("CWScript", "SonsAreAttacking() returning: " + returnVal)
return returnVal
EndFunction
bool function IsActorAttacker(actor actorToCheck, Location locationOfBattle)
{Returns true if the actor is in the CWImperial/SonsFaction and that faction is currently the Attacker}
bool returnVal = GetAttacker(locationOfBattle) == GetActorAllgeiance(actorToCheck)
Log("CWScript", "IsActorAttacker(" + actorToCheck + ", " + locationOfBattle + ") returning: " + returnVal)
return returnVal
EndFunction
bool function IsActorDefender(actor actorToCheck, Location locationOfBattle)
{Returns true if the actor is in the CWImperial/SonsFaction and that faction is currently the Defender}
return GetDefender(locationOfBattle) == GetActorAllgeiance(actorToCheck)
EndFunction
int function GetWinner(Location LocationOfFinaleBattle, bool AttackerWon = false, bool DefenderWon = False)
Log("CWScript", "GetWinner() LocationOfFinalBattle: " + LocationOfFinaleBattle + " AttackerWon: " + AttackerWon + ", DefenderWon:" + DefenderWon )
int returnVar
if AttackerWon
returnVar = GetAttacker(LocationOfFinaleBattle)
elseif DefenderWon
returnVar = GetDefender(LocationOfFinaleBattle)
Else
Log("CWScript", " WARNING: GetWinner() called with NEITHER AtackerWon nor DefenderWon parameters being true!", 2, true, true )
returnVar = -1
EndIf
Log("CWScript", "GetWinner() returning " + returnVar)
return returnVar
EndFunction
;CALLED BY CWMissionScript
;Note: this should only be called for registering settlments and towns, not capitals
;it's used by main quest negotiations, flavored as "a massacre" with some question as to what happened. Everyone knows what happened at capital battles.
Function RegisterLocationAttacked(Location HoldLocation, location AttackedLocation, int iFaction = 0)
{Called by any mission where a settlement is attacked violently in such a way that people *could* condemn the action. Default iFaction doing the attacking is the CW.Attacker}
if iFaction == 0
iFaction = GetAttacker(HoldLocation)
EndIf
if iFaction == iImperials
Log("CWScript", "RegisterLocationAttacked() setting LastLocAttackedByImperials to " + AttackedLocation)
LastLocAttackedByImperials = AttackedLocation
elseif iFaction == iSons
Log("CWScript", "RegisterLocationAttacked() setting LastLocAttackedBySons to " + AttackedLocation)
LastLocAttackedBySons = AttackedLocation
Else
Log("CWScript", " WARNING: RegisterLocationAttack expected GetAttacker(HoldLocation) to be 1 or 2.", 2, true, true)
EndIf
LastLocAttacked = AttackedLocation
Log("CWMissionScript", self + "RegisterLocationAttacked() setting LastLocAttacked to " + AttackedLocation)
EndFunction
function RemoveGarrisonFromWar(Location LocationToTurnOff)
Log("CWMissionScript", self + "RemoveGarrisonFromWar(" + LocationToTurnOff + "), REMEMBER TO DISABLE THE ENABLE MARKERS YOURSELF")
;-2 because GetKeyWordData() returns -1 if the keyword isn't present
If LocationToTurnOff.HasKeyword(CWGarrison)
Log("CWMissionScript", self + "RemoveGarrisonFromWar() setting CWGarrison to -2 for location: " + LocationToTurnOff + " REMEMBER TO DISABLE THE ENABLE MARKERS YOURSELF")
LocationToTurnOff.SetKeywordData(CWGarrison, -2) ;NOTE!!! This ONLY works for things with the CWGarrison keyword, which are settlements and towns, etc. that aren't CWGarrisonDefenderOnly, or Camps, or Forts.
elseif LocationToTurnOff.HasKeyword(CWFort)
Log("CWMissionScript", self + "RemoveGarrisonFromWar() setting CWFort to -2 for location: " + LocationToTurnOff + " REMEMBER TO DISABLE THE ENABLE MARKERS YOURSELF")
LocationToTurnOff.SetKeywordData(CWFort, -2) ;NOTE!!! This ONLY works for things with the CWFort keyword
Else
Log("CWMissionScript", self + " WARNING: RemoveGarrisonFromWar() found NEITHER CWGarrison NOR CWFort keyword for location : " + LocationToTurnOff + " THIS WILL CAUSE UNEXPECTED BEHAVIOR", 2, true, true)
EndIf
EndFunction
function AddGarrisonBackToWar(Location LocationToTurnOn, int FactionToOwn = 0, bool SkipSetOwnerCall = False)
Log("CWMissionScript", self + "AddGarrisonBackToWar(" + LocationToTurnOn + ") and will call setOwner() so it will get turned on.")
If LocationToTurnOn.HasKeyword(CWGarrison)
Log("CWMissionScript", self + "AddGarrisonBackToWar() setting CWGarrison to 0 for location: " + LocationToTurnOn + " and will call setOwner() so it will get turned on.")
LocationToTurnOn.SetKeywordData(CWGarrison, 0)
elseif LocationToTurnOn.HasKeyword(CWFort)
Log("CWMissionScript", self + "AddGarrisonBackToWar() setting CWFort to 0 for location: " + LocationToTurnOn + " and will call setOwner() so it will get turned on")
LocationToTurnOn.SetKeywordData(CWFort, 0)
Else
Log("CWMissionScript", self + " WARNING: AddGarrisonBackToWar() found NEITHER CWGarrison NOR CWFort keyword for location : " + LocationToTurnOn + " THIS WILL CAUSE UNEXPECTED BEHAVIOR", 2, true, true)
EndIf
if FactionToOwn == 0 ;if it's not explicitly passed in, use the current owner
FactionToOwn = LocationToTurnOn.GetKeywordData(CWOwner) as Int
Log("CWMissionScript", self + "AddGarrisonBackToWar() setting FactionToOwn to current owner:" + FactionToOwn)
endif
if SkipSetOwnerCall == False
setOwner(LocationToTurnOn, FactionToOwn)
EndIf
EndFunction
function AddEnemyFortsToBackToWar(bool ShowDebugMessage = False)
Log("CWMissionScript", self + "AddEnemyFortsToBackToWar()")
if ShowDebugMessage == True
debug.MessageBox("Setting Enemy Forts to be cleared of bandits and ready for missions. WAIT before testing civil war missions.")
EndIf
if EnemyFortsAddedBackToWar == True
Log("CWMissionScript", self + "AddEnemyFortsToBackToWar() EnemyFortsAddedBackToWar == true, so skipping bailing out from adding forts back to war ")
return
EndIf
if PlayerAllegiance == iImperials
Log("CWMissionScript", self + "AddEnemyFortsToBackToWar() player is Imperial, adding Stormcloak forts (not Fort Greymoor regardless) back to the war by calling AddGarrisonBackToWar.")
;AddGarrisonBackToWar(FortGreymoorLocation) - leaving this alone since I'm assuming the majority of players will own the hold, we want them to fight bandits here
AddGarrisonBackToWar(FortKastavLocation)
AddGarrisonBackToWar(FortDunstadLocation)
AddGarrisonBackToWar(FortAmolLocation)
AddGarrisonBackToWar(FortGreenWallLocation)
EnemyFortsAddedBackToWar = True
elseif PlayerAllegiance == iSons
Log("CWMissionScript", self + "AddEnemyFortsToBackToWar() player is Sons, adding Imperial forts (not Fort Greymoor regardless) back to the war by calling AddGarrisonBackToWar().")
;AddGarrisonBackToWar(FortGreymoorLocation) - leaving this alone since I'm assuming the majority of players will own the hold, we want them to fight bandits here
AddGarrisonBackToWar(FortNeugradLocation)
AddGarrisonBackToWar(FortHraggstadLocation)
AddGarrisonBackToWar(FortSungardLocation)
AddGarrisonBackToWar(FortSnowhawkLocation)
EnemyFortsAddedBackToWar = True
Else
Log("CWMissionScript", self + " WARNING: AddEnemyFortsToBackToWar() expected PlayerAllegiance to be 1 or 2, instead got" + PlayerAllegiance, 2, true, true)
EndIf
if ShowDebugMessage == True
debug.MessageBox("Done Setting Enemy Forts to be cleared of bandits and ready for missions. You may now test civil war missions.")
EndIf
Log("CWMissionScript", self + "AddEnemyFortsToBackToWar() FINSIHED")
EndFunction
function SetOwnerKeywordDataOnly(Location LocationToSet, int FactionToOwn)
{used by SetOwner() function... probably not a good idea to call on it's own, unless you know you will soon be following up with a setowner call}
if LocationToSet
LocationToSet.SetKeywordData(CWOwner, FactionToOwn)
EndIf
EndFunction
Function setOwner(Location LocationToSet1, int FactionToOwn, Location LocationToSet2 = None, Location LocationToSet3 = None, Location LocationToSet4 = None, \
Location LocationToSet5 = None, Location LocationToSet6 = None , Location LocationToSet7 = None , Location LocationToSet8 = None, \
bool SetKeywordDataImmediately = False)
{Sets the CWOwner keyword on LocationToSet based on the FactionToOwn (takes 1,2, or 3, it sets the keyword data to -1, -2, -3 for Imperials, Sons, both factions (ie patrols) respectively). Note: If Faction to Own == -999 it means don't change the keyword, just reset the location - used to reset the guards without changing ownership}
int SecondsSpentWaiting ;how many seconds spent waiting for callback from CWResetGarrisonQuest
int MaxSecondsToWaitBeforeBailingOut = 600 ;wait 10 minutes for call back from CWResetGarrisonQuest, then give up
if debugSkipSetOwnerCalls
log("CWScript", "setOnwer() debugSkipSetOwnerCalls is turned on, so we are skipping calls to set owner. This will break things, but is convenient to start campaign faster for certain types of playtesting.", 1)
return
EndIf
if setKeywordDataImmediately
SetOwnerKeywordDataOnly(LocationToSet1, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet2, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet3, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet4, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet5, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet6, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet7, FactionToOwn)
SetOwnerKeywordDataOnly(LocationToSet8, FactionToOwn)
EndIf
;trap any threads that have come in while we are already dealing with previous request(s)
while WaitingForCWResetGarrisonQuest1 || WaitingForCWResetGarrisonQuest2 || WaitingForCWResetGarrisonQuest3 || WaitingForCWResetGarrisonQuest4
log("CWScript", "setOwner() Wants to process new locations, but we are already processing another request and are still waiting for CWResetGarrison quests to call back.")
Utility.wait(5)
EndWhile
log("CWScript", "setOwner(), setting WaitingForCWResetGarrisonQuest1/2/3/4/5/6/7/8 to True")
WaitingForCWResetGarrisonQuest1 = true
WaitingForCWResetGarrisonQuest2 = true
WaitingForCWResetGarrisonQuest3 = true
WaitingForCWResetGarrisonQuest4 = true
WaitingForCWResetGarrisonQuest5 = true
WaitingForCWResetGarrisonQuest6 = true
WaitingForCWResetGarrisonQuest7 = true
WaitingForCWResetGarrisonQuest8 = true
;The IMPORTANT thing about this function, is that it does NOT return until after all the ResetGarrison quests are all finished running
;Start ResetGarrisonX quests (returns false if not starting quest because LocationToSetX is empty)
;the reason wrap this in a test if an if statement, is because it is possible that the quest sets the WaitingForCWResetGarrisonX property to false in it's shut down phase before this function returns and we don't want to overwrite that with true returned by this function)
if !setOwnerStartResetQuest(LocationToSet1, FactionToOwn, CWResetGarrisonStart1)
WaitingForCWResetGarrisonQuest1 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet2, FactionToOwn, CWResetGarrisonStart2)
WaitingForCWResetGarrisonQuest2 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet3, FactionToOwn, CWResetGarrisonStart3)
WaitingForCWResetGarrisonQuest3 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet4, FactionToOwn, CWResetGarrisonStart4)
WaitingForCWResetGarrisonQuest4 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet5, FactionToOwn, CWResetGarrisonStart5)
WaitingForCWResetGarrisonQuest5 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet6, FactionToOwn, CWResetGarrisonStart6)
WaitingForCWResetGarrisonQuest6 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet7, FactionToOwn, CWResetGarrisonStart7)
WaitingForCWResetGarrisonQuest7 = false
EndIf
if !setOwnerStartResetQuest(LocationToSet8, FactionToOwn, CWResetGarrisonStart8)
WaitingForCWResetGarrisonQuest8 = false
EndIf
While WaitingForCWResetGarrisonQuest1 || WaitingForCWResetGarrisonQuest2 || WaitingForCWResetGarrisonQuest3 || WaitingForCWResetGarrisonQuest4 || \
WaitingForCWResetGarrisonQuest5 || WaitingForCWResetGarrisonQuest6 || WaitingForCWResetGarrisonQuest7 || WaitingForCWResetGarrisonQuest8 || \
CWResetGarrison1.IsStopped() == False || CWResetGarrison2.IsStopped() == False || CWResetGarrison3.IsStopped() == False || CWResetGarrison4.IsStopped() == False || \
CWResetGarrison5.IsStopped() == False || CWResetGarrison6.IsStopped() == False || CWResetGarrison7.IsStopped() == False || CWResetGarrison8.IsStopped() == False
if SecondsSpentWaiting >= MaxSecondsToWaitBeforeBailingOut
log("CWScript", "setOwner(): ERROR!!! Have been waiting for call backs from CWResetGarrison1/2/3/4/5/6/7/8 quests for " + SecondsSpentWaiting + " seconds. Giving up." , 2)
return
Else
log("CWScript", "setOwner() waiting for CWResetGarrison1/2/3/4/5/6/7/8 quests to call back. Have been waiting for " + SecondsSpentWaiting + " seconds.")
; ; debug.trace(WaitingForCWResetGarrisonQuest1 + " " + \
; WaitingForCWResetGarrisonQuest2 + " " + \
; WaitingForCWResetGarrisonQuest3 + " " + \
; WaitingForCWResetGarrisonQuest4 + " " + \
; WaitingForCWResetGarrisonQuest5 + " " + \
; WaitingForCWResetGarrisonQuest6 + " " + \
; WaitingForCWResetGarrisonQuest7 + " " + \
; WaitingForCWResetGarrisonQuest8 + " " + \
; CWResetGarrison1.IsStopped() + " " + \
; CWResetGarrison2.IsStopped() + " " + \
; CWResetGarrison3.IsStopped() + " " + \
; CWResetGarrison4.IsStopped() + " " + \
; CWResetGarrison5.IsStopped() + " " + \
; CWResetGarrison6.IsStopped() + " " + \
; CWResetGarrison7.IsStopped() + " " + \
; CWResetGarrison8.IsStopped() + " " )
SecondsSpentWaiting += 5
Utility.Wait(5)
EndIf
EndWhile
log("CWScript", "setOwner() is finsihed")
EndFunction
bool function setOwnerStartResetQuest(Location LocationToSet, int FactionToOwn, Keyword KeywordForResetGarrisonQuest)
{Sub function of setOwner()}
log("CWScript", "setOwnerStartResetQuest() called with: LocationToSet: " + LocationToSet + ", FactionToOwn: " + FactionToOwn + ", KeywordForResetGarrisonQuest: " + KeywordForResetGarrisonQuest)
if locationToSet
if FactionToOwn != iCurrentOwner
;LocationToSet.SetKeyWordData(CWOwner, -(FactionToOwn)) NO LONGER SETTING IT TO NEGAITVE... i was using -1 for obsolete reasons... it's now possible to cause problems because my quest conditions for missions often are CWOwnner != PlayerAllegience (which -1 and -2 will always return true for, so it's possible to get a mission for some place that would be in the middle of switching over)
LocationToSet.SetKeyWordData(CWOwner, FactionToOwn)
log("CWScript", "setOwnerStartResetQuest() setting owner to " + FactionToOwn +"(" + FactionName(FactionToOwn) + ") for " + LocationToSet)
Else
log("CWScript", "setOwnerStartResetQuest() not changing owner, just resetting the garrison for whoever currently owns it.")
EndIf
; While Game.GetPlayer().IsInLocation(LocationToSet) ;do nothing until the player isn't in same location as the LocToReset
; ;DO NOTHING
; log("CWScript", "setOwnerStartResetQuest() waiting until player is no longer in location:" + LocationToSet)
; utility.wait(1) ;wait a second before checking if if player is in location again
; EndWhile
;THE ABOVE WAY IS NOT AS GOOD BECAUSE IT COULD CAUSE THINGS TO POP IF YOU TECHNICALLY ARE NOT IN THE LOCATION BUT YOU CAN STILL "SEE INTO" IT -- commenting it out rather than deleting for now
While LocationToSet.IsLoaded() ;do nothing until the player isn't in same area as the LocToReset
;DO NOTHING
log("CWScript", "setOwnerStartResetQuest() waiting until location is no longer loaded (ie out of the 5x5):" + LocationToSet)
utility.wait(1) ;wait a second before checking if if player is in location again
EndWhile
log("CWScript", "setOwnerStartResetQuest() starting reset garrison quest, CWResetGarrissonX.SendStoryEvent(" + LocationToSet + ")")
KeywordForResetGarrisonQuest.SendStoryEvent(LocationToSet)
Else
return False ;we aren't starting a quest
EndIf
log("CWScript", "setOwnerStartResetQuest() finished.")
return True ;we are starting a quest -- NOTE don't do anything with this return value because it's POSSIBLE that the quest's shut down phase happens (setting the property in quest to false) before this returns true. We don't want to overwrite it: see note SetOwner() where this function is called)
EndFunction
function WinHoldOffScreenIfNotDoingCapitalBattles(Location HoldToWin, bool AttackersHaveWon = true, bool DefendersHaveWon = False)
;CALLED BY STAGE 9000 IN THE CWFortSiegeCaptial/Fort Quests for regular Fort Battles
;AND STAGE 200 in CWMission04 Quest - Rescue Prisoners from fort and take over
;REPLICATE WHAT USED TO HAPPEN AFTER BATTLES FOR CAPITAL CITIES AND MINOR HOLDS
log("CWScript", "WinHoldOffScreen(HoldToWin:" + HoldToWin + ", AttackersHaveWon:" + AttackersHaveWon + ", DefendersHaveWon:" + DefendersHaveWon + ")")
;IF WE LATER DECIDE TO REIMPLEMENT THE ATTACKS ON THE CAPITALS
;THE LOGIC FOR WHICH WE WILL DO CAN GO HERE
WinHoldAndSetOwnerKeywordDataOnly(HoldToWin, AttackersHaveWon, DefendersHaveWon)
CompleteCWObj(HoldToWin)
;if the peace treaty quest is running, shut it down, as it's now too late to have a peace treaty
if HoldToWin == HjaalmarchHoldLocation || HoldToWin == WinterholdHoldLocation
bool MQ302Running = MQ302.isRunning()
int MQ302Stage = MQ302.getstage()
log("CWScript", "WinHoldOffScreen(HoldToWin:" + HoldToWin + ") MQ302 is running? [" + MQ302Running + "], MQ302 stage: " + MQ302Stage)
if MQ302Running && MQ302Stage < 40
log("CWScript", "WinHoldOffScreen(HoldToWin:" + HoldToWin + ") MQ302 is running and < stage 40, so calling it's stage 350 to shut it down.")
MQ302.setStage(350)
EndIf
EndIf
;GIVE OWNERSHIP - WAITS to return until player isn't in various locations in the hold
WinHoldAndSetOwner(HoldToWin, AttackersHaveWon, DefendersHaveWon)
EndFunction
function WinHoldAndSetOwnerKeywordDataOnly(Location HoldLocationToSet, bool AttackersWon, bool DefendersWon)
{Call the moment one side has won a siege so faction leader has appropriate dialogue }
WinningHoldAndSettingOwnerPleaseWait = True
log("CWScript", "WinHoldAndSetOwnerKeywordDataOnly() HoldLocationToSet:" + HoldLocationToSet + ", AttackersWon: " + AttackersWon + ", DefendersWon: " + DefendersWon)
int winner = GetWinner(HoldLocationToSet, AttackersWon, DefendersWon)
SetOwnerKeywordDataOnly(HoldLocationToSet, winner)
WinHoldAndSetOwnerAlreadySetKeyword = True
log("CWScript", "WinHoldAndSetOwnerKeywordDataOnly() Will call ClearHoldCrimeGold(" + HoldLocationToSet + ")")
ClearHoldCrimeGold(HoldLocationToSet)
WinningHoldAndSettingOwnerPleaseWait = False
EndFunction
function WinHoldAndSetOwner(Location HoldLocationToSet, bool AttackersWon, bool DefendersWon)
{Call at the end of a siege in shutdown stage}
int waitingFor
while WinningHoldAndSettingOwnerPleaseWait
utility.wait(1)
WaitingFor += 1
log("CWScript", "WinHoldAndSetOwner(): WinningHoldAndSettingOwnerPleaseWait == true, meaning WinHoldAndSetOwnerKeywordOnly is currently processing... waiting for:" + waitingFor)
EndWhile
log("CWScript", "WinHoldAndSetOwner() HoldLocationToSet:" + HoldLocationToSet + ", AttackersWon: " + AttackersWon + ", DefendersWon: " + DefendersWon)
int NewOwner
if WinHoldAndSetOwnerAlreadySetKeyword == False
log("CWScript", "WinHoldAndSetOwner() sees WinHoldAndSetOwnerAlreadySetKeyword == false, so we will determine the new owner with GetWinner()")
NewOwner = GetWinner(HoldLocationToSet, AttackersWon, DefendersWon)
Else
log("CWScript", "WinHoldAndSetOwner() sees WinHoldAndSetOwnerAlreadySetKeyword == true, so we will determine the new owner with GetKeywordData()")
NewOwner = HoldLocationToSet.GetKeywordData(CWOwner) as Int
WinHoldAndSetOwnerAlreadySetKeyword = False
EndIf
log("CWScript", "WinHoldAndSetOwner() Will call ClearHoldCrimeGold(" + HoldLocationToSet + ")")
ClearHoldCrimeGold(HoldLocationToSet)
log("CWScript", "WinHoldAndSetOwner() Will call SetHoldOwner() for faction:" + NewOwner)
SetHoldOwner(HoldLocationToSet, NewOwner)
EndFunction
function SetHoldOwner(Location HoldLocationToSet, int factionToOwn)
log("CWScript", "SetHoldOwner(" + HoldLocationToSet + ", " + factionToOwn + ") calling SetOwner()")
SetOwnerKeywordDataOnly(HoldLocationToSet, factionToOwn)
SetHoldOwnerByInt(GetHoldID(HoldLocationToSet), factionToOwn)
EndFunction
;OLD VERSION - used by MQ
Function SetHoldOwnerByInt(int HoldToSet, int FactionToOwn, bool DiplomaticVictory = false )
{Takes int HoldToSet and int FactionToOwn, and calls the appropriate setOwnerXXX(FactionToOwn) function - DiplomaticVictory is for if hold was won through MQ302, and sets keyword data which is used for conditions in dialogue with faction leader}
if HoldToSet == iHaafingar ;1
AddGarrisonBackToWar(FortHraggstadLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerHaafingar(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iReach ; 2
AddGarrisonBackToWar(FortSungardLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerReach(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iHjaalmarch ;3
AddGarrisonBackToWar(FortSnowhawkLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerHjaalmarch(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iWhiterun ;4
AddGarrisonBackToWar(FortGreymoorLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerWhiterun(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iFalkreath ;5
AddGarrisonBackToWar(FortNeugradLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerFalkreath(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iPale ;6
AddGarrisonBackToWar(FortDunstadLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerPale(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iWinterhold ;7
AddGarrisonBackToWar(FortKastavLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerWinterhold(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iEastmarch ;8
AddGarrisonBackToWar(FortAmolLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerEastmarch(FactionToOwn, DiplomaticVictory)
elseif HoldToSet == iRift ;9
AddGarrisonBackToWar(FortGreenwallLocation, FactionToOwn, SkipSetOwnerCall = DiplomaticVictory)
setOwnerRift(FactionToOwn, DiplomaticVictory)
else
log("CWScript", "SetHoldOwnerByInt(" + HoldToSet + ") parametered unrecognized. Expected an int 1-9 as HoldToCheck, got something else.")
EndIf
EndFunction
Function setCountHoldProperties()
{Calls setCountHoldsImperial() and setCountHoldsSons()}
setCountHoldsImperial()
setCountHoldsSons()
EndFunction
Function setCountHoldsImperial()
{Sets CountHoldsImperial property and associated CWCountHoldsImperial global... note, call this AFTER setting any new ownerXXX property values, such as in the setOwnerXXX() function.}
int count = 0
if OwnerHaafingar == iImperials
count += 1
EndIf
if OwnerReach == iImperials
count += 1
EndIf
if OwnerHjaalmarch == iImperials
count += 1
EndIf
if OwnerWhiterun == iImperials
count += 1
EndIf
if OwnerFalkreath == iImperials
count += 1
EndIf
if OwnerPale == iImperials
count += 1
EndIf
if OwnerWinterhold == iImperials
count += 1
EndIf
if OwnerEastmarch == iImperials
count += 1
EndIf
if OwnerRift == iImperials
count += 1
EndIf
countHoldsImperial = count
CWCountHoldsImperial.value = count
EndFunction
Function setCountHoldsSons()
{Sets CountHoldsSons property and associated CWCountHoldsSon global... note, call this AFTER setting any new ownerXXX property values, such as in the setOwnerXXX() function.}
int count = 0
if OwnerHaafingar == iSons
count += 1
EndIf
if OwnerReach == iSons
count += 1
EndIf
if OwnerHjaalmarch == iSons
count += 1
EndIf
if OwnerWhiterun == iSons
count += 1
EndIf
if OwnerFalkreath == iSons
count += 1
EndIf
if OwnerPale == iSons
count += 1
EndIf
if OwnerWinterhold == iSons
count += 1
EndIf
if OwnerEastmarch == iSons
count += 1
EndIf
if OwnerRift == iSons
count += 1
EndIf
countHoldsSons = count
CWCountHoldsSons.value = count
EndFunction
;bool function IsSiegeRunningHere(Location LocationToCheck)
;
; location SiegeLoc = CWSiegeCity.GetLocation()
;
; bool returnVar
;
; if CWSiegeS.IsStopped() == False && SiegeLoc == LocationToCheck
; returnVar = True
;
; Else
; returnVar = False
;
; EndIf
;
; log("CWScript", "IsSiegeRunningHere(" + LocationToCheck + ") returning: " + returnVar)
;
; return returnVar
;
;EndFunction
;POSSIBLY OBSOLETE
Function ResetHolds()
;called by CWHoldManagerScript attached to CW
log("CWScript", "ResetHolds()")
setOwnerHaafingar(iCurrentOwner)
setOwnerReach(iCurrentOwner)
setOwnerHjaalmarch(iCurrentOwner)
setOwnerWhiterun(iCurrentOwner)
setOwnerFalkreath(iCurrentOwner)
setOwnerPale(iCurrentOwner)
setOwnerWinterhold(iCurrentOwner)
setOwnerEastmarch(iCurrentOwner)
setOwnerRift(iCurrentOwner)
EndFunction
Function setInitalOwnerKeywordDataOnly()
{A quick way to initialize keyword data at game start only, so Civil War missions fill aliases correctly. The more "thorough" function is SetInitialOwners()}
;# Haafingar
HaafingarHoldLocation.SetKeywordData(CWOwner, iImperials)
FortHraggstadLocation.SetKeywordData(CWOwner, iImperials)
SolitudeLocation.SetKeywordData(CWOwner, iImperials)
SolitudeSawmillLocation.SetKeywordData(CWOwner, iImperials)
KatlasFarmLocation.SetKeywordData(CWOwner, iImperials)
DragonBridgeLocation.SetKeywordData(CWOwner, iImperials)
;# Reach
ReachHoldLocation.SetKeywordData(CWOwner, iImperials)
FortSungardLocation.SetKeywordData(CWOwner, iImperials)
MarkarthLocation.SetKeywordData(CWOwner, iImperials)
CidhnaMineLocation.SetKeywordData(CWOwner, iImperials)
LeftHandMineLocation.SetKeywordData(CWOwner, iImperials)
SalviusFarmLocation.SetKeywordData(CWOwner, iImperials)
KarthwastenLocation.SetKeywordData(CWOwner, iImperials)
OldHroldanLocation.SetKeywordData(CWOwner, iImperials)
KolskeggrMineLocation.SetKeywordData(CWOwner, iImperials)
;# Hjaalmarch
HjaalmarchHoldLocation.SetKeywordData(CWOwner, iImperials)
FortSnowhawkLocation.SetKeywordData(CWOwner, iImperials)
MorthalLocation.SetKeywordData(CWOwner, iImperials)
StonehillsLocation.SetKeywordData(CWOwner, iImperials)
; FrostRiverFarmLocation.SetKeywordData(CWOwner, iImperials)
;# Whiterun
WhiterunHoldLocation.SetKeywordData(CWOwner, iImperials)
FortGreymoorLocation.SetKeywordData(CWOwner, iImperials)
WhiterunLocation.SetKeywordData(CWOwner, iImperials)
BattleBornFarmLocation.SetKeywordData(CWOwner, iImperials)
ChillfurrowFarmLocation.SetKeywordData(CWOwner, iImperials)
PelagiaFarmLocation.SetKeywordData(CWOwner, iImperials)
RoriksteadLocation.SetKeywordData(CWOwner, iImperials)
RiverwoodLocation.SetKeywordData(CWOwner, iImperials)
; BarleydarkFarmLocation.SetKeywordData(CWOwner, iImperials)
;# Falkreath
FalkreathHoldLocation.SetKeywordData(CWOwner, iImperials)
FortNeugradLocation.SetKeywordData(CWOwner, iImperials)
FalkreathLocation.SetKeywordData(CWOwner, iImperials)
; GraniteHillLocation.SetKeywordData(CWOwner, iImperials)
HelgenLocation.SetKeywordData(CWOwner, iImperials)
; BearsCaveMillLocation.SetKeywordData(CWOwner, iImperials)
HalfmoonMillLocation.SetKeywordData(CWOwner, iImperials)
;# Pale
PaleHoldLocation.SetKeywordData(CWOwner, iSons)
FortDunstadLocation.SetKeywordData(CWOwner, iSons)
DawnstarLocation.SetKeywordData(CWOwner, iSons)
; HeljarchenLocation.SetKeywordData(CWOwner, iSons)
AngasMillLocation.SetKeywordData(CWOwner, iSons)
LoreiusFarmLocation.SetKeywordData(CWOwner, iSons)
;# Winterhold
WinterholdHoldLocation.SetKeywordData(CWOwner, iSons)
FortKastavLocation.SetKeywordData(CWOwner, iSons)
WinterholdLocation.SetKeywordData(CWOwner, iSons)
WhistlingMineLocation.SetKeywordData(CWOwner, iSons)
;# Eastmarch
EastmarchHoldLocation.SetKeywordData(CWOwner, iSons)
FortAmolLocation.SetKeywordData(CWOwner, iSons)
WindhelmLocation.SetKeywordData(CWOwner, iSons)
BrandyMugFarmLocation.SetKeywordData(CWOwner, iSons)
HlaaluFarmLocation.SetKeywordData(CWOwner, iSons)
HollyfrostFarmLocation.SetKeywordData(CWOwner, iSons)
KynesgroveLocation.SetKeywordData(CWOwner, iSons)
DarkwaterCrossingLocation.SetKeywordData(CWOwner, iSons)
MixwaterMillLocation.SetKeywordData(CWOwner, iSons)
;# Rift
RiftHoldLocation.SetKeywordData(CWOwner, iSons)
FortGreenwallLocation.SetKeywordData(CWOwner, iSons)
RiftenLocation.SetKeywordData(CWOwner, iSons)
SnowShodFarmLocation.SetKeywordData(CWOwner, iSons)
;GoldenglowFarmLocation -- GoldenGlowFarm is NOT a normal location. It's quest specific area spawning it's own guards, and should not be part of the Civil War.
MerryfairFarmLocation.SetKeywordData(CWOwner, iSons)
IvarsteadLocation.SetKeywordData(CWOwner, iSons)
ShorsStoneLocation.SetKeywordData(CWOwner, iSons)
HeartwoodMillLocation.SetKeywordData(CWOwner, iSons)
SarethiFarmLocation.SetKeywordData(CWOwner, iSons)
EndFunction
Function setInitialOwners()
{Called in the OnInit block, one time set up of initial owners of all the locations.}
setOwnerHaafingar(iImperials)
setOwnerReach(iImperials)
setOwnerHjaalmarch(iImperials)
setOwnerWhiterun(iImperials)
setOwnerFalkreath(iImperials)
setOwnerPale(iSons)
setOwnerWinterhold(iSons)
setOwnerEastmarch(iSons)
setOwnerRift(iSons)
EndFunction
Function setOwnerHaafingar(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerHaafingar() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
HaafingarHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(HaafingarHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerHaafingar = FactionToOwn
HaafingarHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortHraggstadLocation, FactionToOwn, MilitaryCampHaafingarSonsLocation, SolitudeLocation, SolitudeSawmillLocation, KatlasFarmLocation, DragonBridgeLocation)
log("CWScript", "CW Script setOwnerHaafingar() finished.")
EndFunction
Function setOwnerReach(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerReach() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
ReachHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(ReachHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerReach = FactionToOwn
ReachHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortSungardLocation, FactionToOwn, MilitaryCampReachImperialLocation, MilitaryCampReachSonsLocation)
setOwner(MarkarthLocation, FactionToOwn, CidhnaMineLocation, LeftHandMineLocation, SalviusFarmLocation, KarthwastenLocation, OldHroldanLocation, KolskeggrMineLocation)
log("CWScript", "CW Script setOwnerReach() finished.")
EndFunction
Function setOwnerHjaalmarch(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerHjaalmarch() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
HjaalmarchHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(HjaalmarchHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerHjaalmarch = FactionToOwn
HjaalmarchHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortSnowhawkLocation, FactionToOwn, MilitaryCampHjaalmarchImperialLocation, MilitaryCampHjaalmarchSonsLocation, MorthalLocation, StonehillsLocation)
log("CWScript", "CW Script setOwnerHjaalmarch() finished.")
EndFunction
Function setOwnerWhiterun(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerWhiterun() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
WhiterunHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(WhiterunHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerWhiterun = FactionToOwn
WhiterunHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortGreymoorLocation, FactionToOwn, MilitaryCampWhiterunImperialLocation, MilitaryCampWhiterunSonsLocation)
setOwner(WhiterunLocation, FactionToOwn, BattleBornFarmLocation, ChillfurrowFarmLocation, PelagiaFarmLocation, RoriksteadLocation, RiverwoodLocation)
log("CWScript", "CW Script setOwnerWhiterun() finished.")
EndFunction
Function setOwnerFalkreath(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerFalkreath() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
FalkreathHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(FalkreathHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerFalkreath = FactionToOwn
FalkreathHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortNeugradLocation, FactionToOwn, MilitaryCampFalkreathImperialLocation, MilitaryCampFalkreathSonsLocation, FalkreathLocation, HelgenLocation, HalfmoonMillLocation)
log("CWScript", "CW Script setOwnerFalkreath() finished.")
EndFunction
Function setOwnerPale(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerPale() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
PaleHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(PaleHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerPale = FactionToOwn
PaleHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortDunstadLocation, FactionToOwn, MilitaryCampPaleImperialLocation, MilitaryCampPaleSonsLocation, DawnstarLocation, AngasMillLocation, LoreiusFarmLocation)
log("CWScript", "CW Script setOwnerPale() finished.")
EndFunction
Function setOwnerWinterhold(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerWinterhold() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
WinterholdHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(WinterholdHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerWinterhold = FactionToOwn
WinterholdHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortKastavLocation, FactionToOwn, MilitaryCampWinterholdImperialLocation, MilitaryCampWinterholdSonsLocation, WinterholdLocation, WhistlingMineLocation)
log("CWScript", "CW Script setOwnerWinterhold() finished.")
EndFunction
Function setOwnerEastmarch(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerEastmarch() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
EastmarchHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(EastmarchHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerEastmarch = FactionToOwn
EastmarchHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortAmolLocation, FactionToOwn, MilitaryCampEastmarchImperialLocation)
setOwner(WindhelmLocation, FactionToOwn, BrandyMugFarmLocation, HlaaluFarmLocation, HollyfrostFarmLocation, KynesgroveLocation, DarkwaterCrossingLocation, MixwaterMillLocation)
log("CWScript", "CW Script setOwnerEastmarch() finished.")
EndFunction
Function setOwnerRift(int FactionToOwn, bool DiplomaticVictory = false)
log("CWScript", "CW Script setOwnerRift() started." + "FactionToOwn: " + FactionToOwn + ", DiplomaticVictory: " + DiplomaticVictory)
if DiplomaticVictory
RiftHoldLocation.SetKeywordData(CWDiplomaticVictory, 1)
ClearHoldCrimeGold(RiftHoldLocation)
EndIf
if FactionToOwn != iCurrentOwner
ownerRift = FactionToOwn
RiftHoldLocation.SetKeywordData(CWOwner, FactionToOwn)
EndIf
setCountHoldProperties()
setOwner(FortGreenwallLocation, FactionToOwn, MilitaryCampRiftImperialLocation, MilitaryCampRiftSonsLocation)
setOwner(RiftenLocation, FactionToOwn, SnowShodFarmLocation, MerryfairFarmLocation, IvarsteadLocation, ShorsStoneLocation, HeartwoodMillLocation, SarethiFarmLocation)
;Reminder: -- GoldenGlowFarm is NOT a normal location. It's quest specific area spawning it's own guards, and should not be part of the Civil War.
log("CWScript", "CW Script setOwnerRift() finished.")
EndFunction
Function CreateMissions(Location HoldLocation, ObjectReference CurrentFieldCO, bool ForceFinalSiege = False, ObjectReference CampaignStartMarker = None)
if WarIsActive == -1
log("CWScript", "CreateMissions(" + HoldLocation + ", " + CurrentFieldCO + ") WarIsActive != 1, so we are NOT creating story events", 1, 1, true)
return
EndIf
log("CWScript", "CreateMissions(" + HoldLocation + ", " + CurrentFieldCO + ") creating story events.")
int HoldID = GetHoldID(HoldLocation)
GlobalVariable myCWObjGlobal = GetCWObjGlobal(HoldID)
; ;*** THIS IS A HACK FOR NEW PARADIGM TO FIT BACKWARDS COMPATIBLE WITH THE OLDER SYSTEM. RATHER THAN DOING RANDOM MISSIONS UNTIL THE READINESS REACHES 99%, WE ARE SIMPLY COUNTING THE NUMBER OF MISSIONS
; if HoldLocation == FalkreathHoldLocation && CWCountMissionsDone.GetValue() == 1
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == ReachHoldLocation && CWCountMissionsDone.GetValue() == 3
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == HjaalmarchHoldLocation && CWCountMissionsDone.GetValue() == 5
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == HaafingarHoldLocation && CWCountMissionsDone.GetValue() == 6
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == PaleHoldLocation && CWCountMissionsDone.GetValue() == 2
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == RiftHoldLocation && CWCountMissionsDone.GetValue() == 4
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == WinterholdHoldLocation && CWCountMissionsDone.GetValue() == 5
; myCWObjGlobal.SetValue(99)
;
; elseif HoldLocation == EastmarchHoldLocation && CWCountMissionsDone.GetValue() == 6
; myCWObjGlobal.SetValue(99)
;
;
; Else
; myCWObjGlobal.SetValue(0)
;
; EndIf
;
; ;***
;*** THIS IS A HACK FOR NEW PARADIGM TO FIT BACKWARDS COMPATIBLE WITH THE OLDER SYSTEM.
if HoldLocation == HaafingarHoldLocation && HaafingarFortBattleComplete ;set in CWFortSiegeFort stage 9000
log("CWScript", "CreateMissions() HaafingarHoldLocation and HaafingarFortBattleComplete, setting CWObjHaafingar to 99")
myCWObjGlobal.SetValue(99)
elseif HoldLocation == EastmarchHoldLocation && EastmarchFortBattleComplete ;set in CWFortSiegeFort stage 9000
log("CWScript", "CreateMissions() EastmarchHoldLocation and EastmarchFortBattleComplete, setting CWObjEastmarch to 99")
myCWObjGlobal.SetValue(99)
else
log("CWScript", "CreateMissions() Not a final hold, or not ready for final battle, setting CWObjxxx to 0")
myCWObjGlobal.SetValue(0)
endif
;***
if myCWObjGlobal.GetValue() >= 99 || ForceFinalSiege == true
log("CWScript", "CreateMissions() myCWObjGlobal >= 100, will start resolution mission, checking to see if the capital is a city")
Location Capital = GetCapitalLocationForHold(HoldLocation)
if Capital.HasKeyword(LocTypeCity)
;ITS POSSIBLE YOU CAN TRIGGER "DEFENSE" SIEGES IF THE CWOBJ IS 99 (which for ease of implementation Haagingar and Eastmarch are set to)
;WE DON'T WANT THAT TO HAPPEN THUS THIS CHECK:
if (Capital == SolitudeLocation && PlayerAllegiance == iImperials) || (Capital == WindhelmLocation && PlayerAllegiance == iSons)
log("CWScript", "CreateMissions() Capital is final hold capital, owned by player's faction, not generating defense siege:" + Capital + ", playerAllegiance =" + PlayerAllegiance, 1)
Else
log("CWScript", "CreateMissions() Capital is a city, will start CWSiege quest")
CWSiegeStart.SendStoryEvent(Capital, CurrentFieldCO)
EndIf
Else
if HoldLocation.GetKeywordData(CWOwner) == PlayerAllegiance
log("CWScript", " WARNING: CreateMissions() Capital is not a city AND player's faction owns the hold, not implemented fully", 2, true, true)
;CWFortSiegeMinorCapitalStart.SendStoryEvent(Capital, CurrentFieldCO, CurrentFieldCO)
Else
log("CWScript", "CreateMissions() Capital is not a city, player's faction does not own the hold, will start a CWFortSiege quest using CWFortSiegeMinorCapitalStart keyword")
;safety check, in case you just finished a capital siege, and before it finished shutting down, you get another one - highly unlikely, put I can envision happening
int waitingFor
While CWFortSiegeCapital.IsStopped() == False
waitingFor += 1
utility.wait(1)
Log("CWScript", self + "CreateMissions(" +HoldLocation + ") WAITING for CWFortSiegeCapital.IsStopped() == false. Have been waiting for:" + waitingFor, 1, true, true)
;this is important enough to make sure even if we aren't explicitly testing in Civil War debug mode we get a message about it
; debug.trace(self + "CreateMissions(" + HoldLocation + ") WAITING for CWFortSiegeCapital.IsStopped() == false. Have been waiting for:" + waitingFor, 1)
;!!!NEED A CHECK HERE TO MAKE SURE THAT THE CWFortSiegeCapital ISN'T FILLED ALREADY WITH THIS Capital...
if CWFortSiegeCapitalFort.GetLocation() != Capital
log("CWScript", "CreateMissions(" + HoldLocation + ") sees the Capital " + Capital + " is already in CWFortSiegeCapital Fort Aliases, BAILING OUT of CreateMissions().", 1 )
return
EndIf
EndWhile
log("CWScript", "CreateMissions() Calling CWFortSiegeMinorCapitalStart.SendStoryEvent(" + Capital + ", " + CurrentFieldCO + ", " + CampaignStartMarker + ")")
CWFortSiegeMinorCapitalStart.SendStoryEvent(Capital, CurrentFieldCO, CampaignStartMarker)
EndIf
endif
Else
log("CWScript", "CreateMissions() myCWObjGlobal < 100, will start normal missions")
CWMissionStart.SendStoryEvent(HoldLocation, CurrentFieldCO, CampaignStartMarker, aiValue1 = 1)
EndIf
log("CWScript", "CreateMissions(" + HoldLocation + ", " + CurrentFieldCO + "," + CampaignStartMarker + ") done creating story events.")
EndFunction
function SetFieldCOAlias(ObjectReference RefToForceIntoFieldCOAlias)
log("CWScript", "SetFieldCOAlias(" + RefToForceIntoFieldCOAlias + ")")
FieldCO.ForceRefTo(RefToForceIntoFieldCOAlias)
EndFunction
function GiveMissionReward()
log("CWScript", "GiveMissionReward()")
Game.GetPlayer().AddItem(CWMissionReward)
EndFunction
function setPlayerFactionRank(int RankToSetTo)
log("CWScript", "setPlayerFactionRank([" + RankToSetTo + "]) and adding reward.")
PlayerRank = RankToSetTo
Actor PlayerRef = Game.GetPlayer()
if PlayerAllegiance == iImperials
if RankToSetTo == 1
Game.GetPlayer().AddItem(CWRank1RewardImperial)
Elseif RankToSetTo == 2
Game.GetPlayer().AddItem(CWRank2RewardImperial)
ElseIf RankToSetTo == 3
Game.GetPlayer().AddItem(CWRank3RewardImperial)
elseif RankToSetTo == 4
Game.GetPlayer().AddItem(CWRank4RewardImperial)
Else
log("CWScript", "setPlayerFactionRank() expected RankToSetTo to be 1,2,3 or 4. Instead got:" + RankToSetTo, 2, true)
EndIf
Elseif PlayerAllegiance == iSons
if RankToSetTo == 1
Game.GetPlayer().AddItem(CWRank1RewardSons)
UlfricRef.SetRelationshipRank(PlayerRef, 1)
Elseif RankToSetTo == 2
Game.GetPlayer().AddItem(CWRank2RewardSons)
UlfricRef.SetRelationshipRank(PlayerRef, 2)
ElseIf RankToSetTo == 3
Game.GetPlayer().AddItem(CWRank3RewardSons)
elseif RankToSetTo == 4
Game.GetPlayer().AddItem(CWRank4RewardSons)
Else
log("CWScript", "setPlayerFactionRank() expected RankToSetTo to be 1,2,3 or 4. Instead got:" + RankToSetTo, 2, True)
EndIf
Else
log("CWScript", "setPlayerFactionRank() expected PlayerAllegiance to be 1, or 2. Instead got:" + PlayerAllegiance, 2, True)
EndIf
EndFunction
function RewardPlayerForReclaimingHold()
if PlayerAllegiance == iImperials
Game.GetPlayer().AddItem(CWRank2RewardImperial)
Elseif PlayerAllegiance == iSons
Game.GetPlayer().AddItem(CWRank2RewardSons)
Else
log("CWScript", "RewardPlayerForReclaimingHold() expected PlayerAllegiance to be 1, or 2. Instead got:" + PlayerAllegiance, 2, True)
EndIf
EndFunction
function SetSoldierAliasDialogueFactions(ReferenceAlias SoldierAlias, bool AddToWaitingToAttack = False, bool AddToWaitingToDefend = False)
{Adds the passed in Alias's actor to the appropriate CWDialogueSoldierWaitingToAttack/DefendFaction.}
Actor SoldierActor = SoldierAlias.GetActorReference()
log("CWScript", "SetSoldierAliasDialogueFactions() adding " + SoldierActor + " to faction CWDialogueSoldierFaction")
;Always add to the soldier dialogue faction:
SoldierActor.AddToFaction(CWDialogueSoldierFaction)
if AddToWaitingToAttack
log("CWScript", "SetSoldierAliasDialogueFactions() adding " + SoldierActor + " to faction CWDialogueSoldierWaitingToAttackFaction")
SoldierActor.AddToFaction(CWDialogueSoldierWaitingToAttackFaction)
EndIf
if AddToWaitingToDefend
log("CWScript", "SetSoldierAliasDialogueFactions() adding " + SoldierActor + " to faction CWDialogueSoldierWaitingToDefendFaction")
SoldierActor.AddToFaction(CWDialogueSoldierWaitingToDefendFaction)
EndIf
EndFunction
Function ContributeToSalaryPool()
if PlayerRank == 0
salary += (BaseSalary) as int
elseif PlayerRank == 1
salary += (BaseSalary * SalaryMultRank1) as int
elseif PlayerRank == 2
salary += (BaseSalary * SalaryMultRank2) as int
elseif PlayerRank == 3
salary += (BaseSalary * SalaryMultRank3) as int
elseif PlayerRank >= 4
salary += (BaseSalary * SalaryMultRank4) as int
EndIf
EndFunction
function paySalary()
{Pay player a salary after campaign based on his rank}
Game.GetPlayer().AddItem(Gold001, salary)
salary = 0
EndFunction
Function donateSalary()
{player has donated his salary to the cause... right now this is just flavor, we may want it to contribute something to the attack delta, increase favor points, etc.}
salary = 0
EndFunction
ObjectReference Function GetFactionHQMarkerForActor(Actor ActorToCheck)
{Returns the marker in the alias corresponding to the FactionHQ based on whether the actor is in CWImperialFaction or CWSonsFaction.}
;Used by CWEscapeCityEscapeDoorScript on EscapeDoor alias in CWEscapeCity Quest
int ActorFaction = GetActorAllgeiance(ActorToCheck)
ObjectReference FactionHQMarker
if ActorFaction == iImperials
FactionHQMarker = ImperialFactionHQMarker.GetReference()
elseif ActorFaction == iSons
FactionHQMarker = SonsFactionHQMarker.GetReference()
Else
log("CWScript", " WARNING: GetFactionHQForActor() can't determine which faction this actor belongs to:" + ActorToCheck, 2)
EndIf
log("CWScript", "GetFactionHQForActor(" + ActorToCheck + ") returning " + FactionHQMarker)
return FactionHQMarker
EndFunction
ObjectReference Function GetExiledMarkerForActor(Actor ActorToCheck)
{Returns the marker in the alias corresponding to the ExiledMarker based on whether the actor is in GovImperial or GovSons factions.}
;Used by CWEscapeCityEscapeDoorScript on EscapeDoor alias in CWEscapeCity Quest
;NOTE THIS DUPLICATES SOME FUNCTIONALITY ALSO FOUND IN CWGovernmentScript and CWGovernment quest.
ObjectReference ExileMarker
if ActorToCheck.IsInFaction(GovImperial)
ExileMarker = ExiledImperialMarker.GetReference()
elseif ActorToCheck.IsInFaction(GovSons)
ExileMarker = ExiledSonsMarker.GetReference()
Else
log("CWScript", " WARNING: GetExiledMarkerForActor() can't determine which faction this actor belongs to:" + ActorToCheck, 2)
EndIf
log("CWScript", "GetExiledMarkerForActor(" + ActorToCheck + ") returning " + ExileMarker)
return ExileMarker
EndFunction
function StartCWCitizensFlee(Location LocationOfBattle)
log("CWScript", "StartCWCitizensFlee(" + LocationOfBattle + ")")
int waitTime = 0
bool bailOut = False
if CWCitizensFlee.IsStopped() == False
log("CWScript", " WARNING: StartCWCitizensFlee() the CWCitizensFlee quest is currently running, stopping it and starting a new one." , 2, true, true)
CWCitizensFlee.Stop()
while CWCitizensFlee.IsStopped() == false && bailOut == False
log("CWScript", " WARNING: StartCWCitizensFlee() the CWCitizensFlee quest is currently running, waiting for it to stop completely. Have been waiting for " +waitTime , 1)
utility.wait(1)
waitTime +=1
if waitTime > 30
log("CWScript", " WARNING: StartCWCitizensFlee() the CWCitizensFlee quest is currently running, have been waiting too long. Bailing out." , 1)
bailOut = True
EndIf
EndWhile
EndIf
CWCitizensFleeStart.SendStoryEvent(LocationOfBattle)
EndFunction
function StopCWCitizensFlee()
log("CWScript", "StopCWCitizensFlee() calling Stop() on CWCitizensFlee quest")
CWCitizensFlee.Stop()
EndFunction
function Persuade(Actor Target)
{Calls the favor script function}
log("CWScript", "Persuade(" + Target + ") calling Persuade() on DialogueFavorGeneric quest's FavorDialogueScript")
DialogueFavorGenericS.Persuade(Target)
EndFunction
function Bribe(Actor Target)
{Calls the favor script function}
log("CWScript", "Bribe(" + Target + ") calling Bribe() on DialogueFavorGeneric quest's FavorDialogueScript")
DialogueFavorGenericS.Bribe(Target)
EndFunction
function Intimidate(Actor Target)
{Calls the favor script function}
log("CWScript", "Intimidate(" + Target + ") calling Intimidate() on DialogueFavorGeneric quest's FavorDialogueScript")
DialogueFavorGenericS.Intimidate(Target)
EndFunction
function Brawl(Actor Target)
{Calls the favor script function}
log("CWScript", "Brawl(" + Target + ") calling Brawl() on DialogueFavorGeneric quest's FavorDialogueScript")
DialogueFavorGenericS.Brawl(Target)
EndFunction
function GiveGift(Actor Target)
{Calls the favor script function}
log("CWScript", "GiveGift(" + Target + ") calling GiveGift() on DialogueFavorGeneric quest's FavorDialogueScript")
DialogueFavorGenericS.GiveGift(Target)
EndFunction
function ToggleOffComplexWIInteractions(LocationAlias LocationAliasToToggle)
Log("CWMissionScript", self + "ToggleOffComplexWIInteractions(" + LocationAliasToToggle + ") calling function on WIFunctionScript")
WIs.DisallowComplexInteractions(LocationAliasToToggle.GetLocation())
EndFunction
function ToggleOnComplexWIInteractions(LocationAlias LocationAliasToToggle)
Log("CWMissionScript", self + "ToggleOnComplexWIInteractions(" + LocationAliasToToggle + ") calling function on WIFunctionScript")
WIs.AllowComplexInteractions(LocationAliasToToggle.GetLocation())
EndFunction
function ToggleOffWIDragons(LocationAlias LocationAliasToToggle)
Log("CWMissionScript", self + "ToggleOffWIDragons(" + LocationAliasToToggle + ") calling function on WIFunctionScript")
WIs.DisallowDragons(LocationAliasToToggle.GetLocation())
EndFunction
function ToggleOnWIDragons(LocationAlias LocationAliasToToggle)
Log("CWMissionScript", self + "ToggleOnWIDragons(" + LocationAliasToToggle + ") calling function on WIFunctionScript")
WIs.AllowDragons(LocationAliasToToggle.GetLocation())
EndFunction
;************************************************************************************************************
;*********************************** OBSOLETE FUNCTIONS *****************************************************
;************************************************************************************************************
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Function OutputXMLRowOpenTag(string RowName)
log("CWScript", "CW XML: <" + RowName + ">" )
EndFunction
Function OutputXMLRowCloseTag(string RowName)
log("CWScript", "CW XML: </" + RowName + ">" )
EndFunction
Function OutputXMLField(string FieldName, string fieldValue)
log("CWScript", "CW XML: <" + FieldName + ">" + fieldValue + "</" + FieldName + ">" )
EndFunction
Function OutputCampaignStatsXMLRow()
;NOTE: You'll need to a) filter the warnings for "CW xml:"
;b) remove "[Timestamp] CW XML:" from each line,
;c) add <Game> </Game> tag at head and foot of document
OutputXMLRowOpenTag("CampaignStats")
outputCampaignStatsXMLRowA()
outputCampaignStatsXMLRowB()
OutputXMLRowCloseTag("CampaignStats")
EndFunction
;<outputCampaignStatsXMLRow Sub-functions> to get around large function compiler bug. These should go back inside the maine outputCampaignStatsXMLRow function when that bug is fixed
Function outputCampaignStatsXMLRowA()
OutputXMLField("countCampaigns", countCampaigns as string)
OutputXMLField("ContestedHold", HoldName(ContestedHold))
OutputXMLField("Attacker", FactionName(Attacker))
OutputXMLField("Defender", FactionName(Defender))
OutputXMLField("OwnerHaafingar", FactionName(OwnerHaafingar))
OutputXMLField("OwnerReach", FactionName(OwnerReach))
OutputXMLField("OwnerHjaalmarch", FactionName(OwnerHjaalmarch))
OutputXMLField("OwnerWhiterun", FactionName(OwnerWhiterun))
OutputXMLField("OwnerFalkreath", FactionName(OwnerFalkreath))
OutputXMLField("OwnerPale", FactionName(OwnerPale))
OutputXMLField("OwnerWinterhold", FactionName(OwnerWinterhold))
OutputXMLField("OwnerEastmarch", FactionName(OwnerEastmarch))
OutputXMLField("OwnerRift", FactionName(OwnerRift))
EndFunction
Function outputCampaignStatsXMLRowB()
OutputXMLField("countWinImperials", countWinImperials as string)
OutputXMLField("countWinSons", countWinSons as string)
OutputXMLField("countWinReachImperials", countWinReachImperials as string)
OutputXMLField("countWinReachSons", countWinReachSons as string)
OutputXMLField("countWinHjaalmarchImperials", countWinHjaalmarchImperials as string)
OutputXMLField("countWinHjaalmarchSons", countWinHjaalmarchSons as string)
OutputXMLField("countWinWhiterunImperials", countWinWhiterunImperials as string)
OutputXMLField("countWinWhiterunSons", countWinWhiterunSons as string)
OutputXMLField("countWinFalkreathImperials", countWinFalkreathImperials as string)
OutputXMLField("countWinFalkreathSons", countWinFalkreathSons as string)
OutputXMLField("countWinPaleImperials", countWinPaleImperials as string)
OutputXMLField("countWinPaleSons", countWinPaleSons as string)
OutputXMLField("countWinWinterholdImperials", countWinWinterholdImperials as string)
OutputXMLField("countWinWinterholdSons", countWinWinterholdSons as string)
OutputXMLField("countWinRiftImperials", countWinRiftImperials as string)
OutputXMLField("countWinRiftSons", countWinRiftSons as string)
EndFunction
;</outputCampaignStatsXMLRow Sub-functions>
function resetStrengthPoints()
{Clears the strHOLDImperial/Sons properties.}
strHaafingarImperial = 0
strHaafingarSons = 0
strReachImperial = 0
strReachSons = 0
strHjaalmarchImperial = 0
strHjaalmarchSons = 0
strWhiterunImperial = 0
strWhiterunSons = 0
strFalkreathImperial = 0
strFalkreathSons = 0
strPaleImperial = 0
strPaleSons = 0
strWinterholdImperial = 0
strWinterholdSons = 0
strEastmarchImperial = 0
strEastmarchSons = 0
strRiftImperial = 0
strRiftSons = 0
EndFunction
function setStrengthPoints()
{Sets the strXXXHoldImperials strXXXHoldSons values for all the holds for each faction.}
;clear properties
resetStrengthPoints()
;these next functions are broken into seperate functions rather than living directly in this function to get around a bug running large functions in game. I probably will leave it this way even after the bug is fixed.
setStrengthPointsHaafingar()
setStrengthPointsReach()
setStrengthPointsHjaalmarch()
setStrengthPointsWhiterun()
setStrengthPointsFalkreath()
setStrengthPointsPale()
setStrengthPointsWinterhold()
setStrengthPointsEastmarch()
setStrengthPointsRift()
EndFunction
;<SetStrengthPoints() SUB-FUNCTIONS>
;Note for self:
;These functions setSrengthPointsHOLDxxx() functions exist solely to get around a bug dealing with a long function. They all used to live in the setStrengthPoints() function. Once that bug is dealt with, I could copy these back into that function. But that won't serve much purpose.
;If I had an array, I could set up arrays for adjacent hold data, and then abstract these into a single function. But I'm not sure when/if we'll get arrays in the scripting language
function setStrengthPointsHaafingar()
;Haafingar -- adj holds = Reach, Hjaalmarch
if OwnerHaafingar == iImperials
strReachImperial = strReachImperial + StrValueHaafingar
strHjaalmarchImperial = strHjaalmarchImperial + StrValueHaafingar
else ;owner is iSons
strReachSons = strReachSons + StrValueHaafingar
strHjaalmarchSons = strHjaalmarchSons + StrValueHaafingar
endif
EndFunction
function setStrengthPointsReach()
;Reach -- adj holds = Haafingar, Hjaalmarch, Whiterun, Falkreath
if OwnerReach == iImperials
strHaafingarImperial = strHaafingarImperial + StrValueReach
strHjaalmarchImperial = strHjaalmarchImperial + StrValueReach
strWhiterunImperial = strWhiterunImperial + StrValueReach
strFalkreathImperial = strFalkreathImperial + StrValueReach
else ;owner is iSons
strHaafingarSons = strHaafingarSons + StrValueReach
strHjaalmarchSons = strHjaalmarchSons + StrValueReach
strWhiterunSons = strWhiterunSons + StrValueReach
strFalkreathSons = strFalkreathSons + StrValueReach
endif
EndFunction
function setStrengthPointsHjaalmarch()
;Hjaalmarch -- adj holds = Haafingar, Reach, Whiterun, Pale
if OwnerHjaalmarch == iImperials
strHaafingarImperial = strHaafingarImperial + StrValueHjaalmarch
strReachImperial = strReachImperial + StrValueHjaalmarch
strWhiterunImperial = strWhiterunImperial + StrValueHjaalmarch
strPaleImperial = strPaleImperial + StrValueHjaalmarch
else ;owner is iSons
strHaafingarSons = strHaafingarSons + StrValueHjaalmarch
strReachSons = strReachSons + StrValueHjaalmarch
strWhiterunSons = strWhiterunSons + StrValueHjaalmarch
strPaleSons = strPaleSons + StrValueHjaalmarch
endif
endFunction
function setStrengthPointsWhiterun()
;Whiterun -- adj holds = Reach, Hjaalmarch, Falkreath, Pale, Eastmarch, Rift
if OwnerWhiterun== iImperials
strReachImperial = strReachImperial + StrValueWhiterun
strHjaalmarchImperial = strHjaalmarchImperial + StrValueWhiterun
strFalkreathImperial = strFalkreathImperial + StrValueWhiterun
strPaleImperial = strPaleImperial + StrValueWhiterun
strEastmarchImperial = strEastmarchImperial + StrValueWhiterun
strRiftImperial = strRiftImperial + StrValueWhiterun
else ;owner is iSons
strReachSons = strReachSons + StrValueWhiterun
strHjaalmarchSons = strHjaalmarchSons + StrValueWhiterun
strFalkreathSons = strFalkreathSons + StrValueWhiterun
strPaleSons = strPaleSons + StrValueWhiterun
strEastmarchSons = strEastmarchSons + StrValueWhiterun
strRiftSons = strRiftSons + StrValueWhiterun
endif
EndFunction
function setStrengthPointsFalkreath()
;Falkreath -- adj holds = Reach, Whiterun, Rift
if OwnerFalkreath== iImperials
strReachImperial = strReachImperial + StrValueFalkreath
strWhiterunImperial = strWhiterunImperial + StrValueFalkreath
strRiftImperial = strRiftImperial + StrValueFalkreath
else ;owner is iSons
strReachSons = strReachSons + StrValueFalkreath
strWhiterunSons = strWhiterunSons + StrValueFalkreath
strRiftSons = strRiftSons + StrValueFalkreath
endif
EndFunction
function setStrengthPointsPale()
;Pale -- adj holds = Hjaalmarch, Whiterun, Winterhold, Eastmarch
if OwnerPale == iImperials
strHjaalmarchImperial = strHjaalmarchImperial + StrValuePale
strWhiterunImperial = strWhiterunImperial + StrValuePale
strWinterholdImperial = strWinterholdImperial + StrValuePale
strEastmarchImperial = strEastmarchImperial + StrValuePale
else ;owner is iSons
strHjaalmarchSons = strHjaalmarchSons + StrValuePale
strWhiterunSons = strWhiterunSons + StrValuePale
strWinterholdSons = strWinterholdSons + StrValuePale
strEastmarchSons = strEastmarchSons + StrValuePale
endif
EndFunction
function setStrengthPointsWinterhold()
;Winterhold -- adj holds = Pale, Eastmarch
if OwnerWinterhold == iImperials
strPaleImperial = strPaleImperial + StrValueWinterhold
strEastmarchImperial = strEastmarchImperial + StrValueWinterhold
else ;owner is iSons
strPaleSons = strPaleSons + StrValueWinterhold
strEastmarchSons = strEastmarchSons + StrValueWinterhold
endif
EndFunction
function setStrengthPointsEastmarch()
;Eastmarch -- adj holds = Winterhold, Pale, Whiterun, Rift
if OwnerEastmarch == iImperials
strWinterholdImperial = strWinterholdImperial + StrValueEastmarch
strPaleImperial = strPaleImperial + StrValueEastmarch
strWhiterunImperial = strWhiterunImperial + StrValueEastmarch
strRiftImperial = strRiftImperial + StrValueEastmarch
else ;owner is iSons
strWinterholdSons = strWinterholdSons + StrValueEastmarch
strPaleSons = strPaleSons + StrValueEastmarch
strWhiterunSons = strWhiterunSons + StrValueEastmarch
strRiftSons = strRiftSons + StrValueEastmarch
endif
EndFunction
function setStrengthPointsRift()
;Rift -- adj holds = Whiterun, Falkreath, Eastmarch
if OwnerRift == iImperials
strWhiterunImperial = strWhiterunImperial + StrValueRift
strFalkreathImperial = strFalkreathImperial + StrValueRift
strEastmarchImperial = strEastmarchImperial + StrValueRift
else ;owner is iSons
strWhiterunSons = strWhiterunSons + StrValueRift
strFalkreathSons = strFalkreathSons + StrValueRift
strEastmarchSons = strEastmarchSons + StrValueRift
endif
EndFunction
;</SetStrengthPoints() SUB-FUNCTIONS>
function StartNewCampaign()
{Sets Attacker, Defender, Contested Hold, and strHOLDXXX properties.}
log("CWScript", "StartNewCampagin() will set CWScript properties for new campaign.")
SetStrengthPoints()
attacker = ChooseAttackingFaction(CWDebugForceAttacker.Value as int)
if attacker == iImperials
defender = iSons
Else
defender = iImperials
EndIf
;set the CWAttacker and CWDefender globals for use in condition functions where you want to check against their value
CWAttacker.value = attacker
CWDefender.value = defender
contestedHold = ChooseHoldToAttack(attacker, CWDebugForceHold.value as int)
CWContestedHold.value = contestedHold
setAttackDelta()
purchaseDelta = AttackDelta
countCampaigns += 1
log("CWScript", "StartNewCampagin() finished setting CWScript properties for new campaign.")
log("CWScript", "StartNewCampagin() Attacker=" + Attacker + ", Defender=" + Defender + ", ContestedHold=" + ContestedHold + ", AttackDelta=" +AttackDelta)
if DebugDBTraces == 1
outputCampaignStatsXMLRow()
endif
;Start the campaign quest
if debugForceOffscreenResult == 0
startCampaignQuest(ContestedHold)
Else ;we are in forced offscreen mode
resolveOffscreen()
EndIf
EndFunction
int Function GetStrengthPoints(int FactionToCheck, int HoldToCheck)
{Returns an int specifying the strength points of the FactionToCheck (1 = Imperial, 2 = Sons) in HoldToCheck(1-9), -1 = FAIL}
int strImperial ;the strength points of the faction in the hold
int strSons ;the strength points of the faction in the hold
;get each factions strength points for the hold in question
if HoldToCheck == iHaafingar ;1
strImperial = strHaafingarImperial
strSons = strHaafingarSons
elseif HoldToCheck == iReach ; 2
strImperial = strReachImperial
strSons = strReachSons
elseif HoldToCheck == iHjaalmarch ;3
strImperial = strHjaalmarchImperial
strSons = strHjaalmarchSons
elseif HoldToCheck == iWhiterun ;4
strImperial = strWhiterunImperial
strSons = strWhiterunSons
elseif HoldToCheck == iFalkreath ;5
strImperial = strFalkreathImperial
strSons = strFalkreathSons
elseif HoldToCheck == iPale ;6
strImperial = strPaleImperial
strSons = strPaleSons
elseif HoldToCheck == iWinterhold ;7
strImperial = strWinterholdImperial
strSons = strWinterholdSons
elseif HoldToCheck == iEastmarch ;8
strImperial = strEastmarchImperial
strSons = strEastmarchSons
elseif HoldToCheck == iRift ;9
strImperial = strRiftImperial
strSons = strRiftSons
else
log("CWScript", "GetStrengthPoints() HoldToCheck parametered unrecognized. Expected an int 1-9: got " + HoldToCheck)
return -1
EndIf
;return the strength points of the hold for the faction in question
If FactionToCheck == iImperials
return strImperial
ElseIf FactionToCheck == iSons
return strSons
Else
log("CWScript", "GetStrengthPoints() FactionToCheck parameter unrecognized. Expected 1 or 2: got " + FactionToCheck)
return -1
EndIf
EndFunction
int Function ChooseAttackingFaction(int FactionToForce = 0)
{Returns an int representing a random faction to be the attacker in the next campaign, unless rules dictate the attacker should be forced to a particular faction.}
int ChosenFaction = FactionToForce
previousAttacker = attacker ;set the previous attacker
log("CWScript", "ChooseAttackingFaction() FactionToForce =" +FactionToForce)
;if either factions owns all the contestable holds, force the attacker to the other faction
if FactionOwnsAll(iImperials)
ChosenFaction = iSons
log("CWScript", "Imperials own all, forcing attacker to be Sons")
ElseIf FactionOwnsAll(iSons)
ChosenFaction = iImperials
log("CWScript", "Sons own all, forcing attacker to be Imperials")
;If either side has attacked more than the allowable # of attacks, force the other side
ElseIf ConsecutiveAttacks > CWMaxConsecutiveAttacks.value ;this is a global so we can more easily tweak this setting as we play
if PreviousAttacker == iImperials
ChosenFaction = iSons
Else ;Previous attacker was iSons
ChosenFaction = iImperials
EndIf
ConsecutiveAttacks = 0
log("CWScript", "ConsecutiveAttacks > CWMaxConsecutiveAttacks.value, forcing attacker to be " + FactionName(ChosenFaction))
ElseIf ChosenFaction == 0 ;we aren't forcing it
ChosenFaction = utility.RandomInt(1,2) ;1 = Imperials, 2 = Sons
EndIf
if previousAttacker == ChosenFaction
consecutiveAttacks += 1
EndIf
log("CWScript", "ChooseAttackingFaction() is returning " + ChosenFaction + "(" + FactionName(ChosenFaction) + ")")
return ChosenFaction
EndFunction
int Function ValidateHoldToAttack(int Hold, int HoldOwner, int AttackingFaction, int AttackerStengthPoints)
{Sub function for ChooseHoldToAttack, returns an int with the failure code, or 0 if there is no failure }
;VERIFY this is a valid Hold to attack. Otherwise, FAILURE: 1 = impossible to attack this hold (Haafingar/Eastmarch), 2 = Attacker already owns, 3 = Attacker owns no adjacent holds
;Check for non-contestable holds
int failure = 0
if (Hold == iHaafingar) || (Hold == iEastmarch) && CWDebugAllowCampaignsInFinalHolds.GetValue() == 0
;FAIL
failure = 1
log("CWScript", "ChooseHoldToAttack tried to attack Haafingar or Eastmarch.")
elseif AttackingFaction == HoldOwner
;FAIL
failure = 2
log("CWScript", "ChooseHoldToAttack tried to attack a hold already owned by the AttackingFaction.")
elseif AttackerStengthPoints == 0
;FAIL
failure = 3
log("CWScript", "ChooseHoldToAttack tried to attack a hold where attacking faction has no AttackPoints in hold (owns no adjacent holds).")
Else
;SUCCESS!!
log("CWScript", "ChooseHoldToAttack picked a valid hold to attack (" + HoldName(Hold) +").")
EndIf
return failure
EndFunction
int Function ChooseHoldToAttack(int AttackingFaction, int HoldToForce = 0)
{Takes int AttackingFaction (1 = Imperials, 2 = Sons). It SETS various PROPERTIES and RETURNS an INT corresponding to the hold that should be attacked next. -1 == FAIL}
;param int AttackingFaction Which faction is attacking? 1 = Imperials, 2 = Sons
;param int HoldToForce Default = 0; sets Hold to this value
bool FoundHold ;0 = keep trying, 1 = found a hold that passed the validity check, return HoldToAttack
int Hold ;1-9 = which hold to attack (if valid)
int HoldOwner ;who owns the hold? 1 = Imperials, 2 = Sons
int strImperials ;the strength points of the Imperials in the hold
int strSons ;the strength points of the Sons in the hold
int StrAtkr ;the strength points of the attacker
int strDfdr ;the strength points of the defender
int failure ;1 = impossible to attack this hold (Haafingar/Eastmarch), 2 = Attacker already owns, 3 = Attacker owns no adjacent holds
int TriesLeftBeforeAllowingPreviousContestedHold = 5 ;try to pick something else, if nothing else is valid, go ahead and pick the same hold as last campaign, counts down multiple attempts before giving up - see "While FoundHold == 0" loop below
;set the previousContestedHold -- note is redundant. It is set in FinishCampaign() but setting it again shouldn't hurt.
previousContestedHold = contestedHold
If HoldToForce > 0
log("CWScript", "Running chooseHoldToAttack() with HoldToForce =" + HoldToForce + ". ")
Hold = HoldToForce
EndIf
While FoundHold == 0
;If we haven't rolled for a hold yet, roll a 9 sided die (for 9 holds to try)
if Hold == 0
Hold = utility.randomInt(1,9)
EndIf
log("CWScript", "ChooseHoldToAttack Attacking faction =" + AttackingFaction + "(" + FactionName(AttackingFaction)+ ")")
log("CWScript", "ChooseHoldToAttack chose hold # " + Hold + "(" + HoldName(Hold) +")")
HoldOwner = GetHoldOwner(Hold)
log("CWScript", "ChooseHoldToAttack HoldOwner =" + HoldOwner + "(" +FactionName(HoldOwner) + ")")
strImperials = GetStrengthPoints(iImperials, Hold)
log("CWScript", "ChooseHoldToAttack strImperials =" + strImperials)
strSons = GetStrengthPoints(iSons, Hold)
log("CWScript", "ChooseHoldToAttack strSons =" + strSons)
;Establish the attacker/defender strength points
if AttackingFaction == iImperials
strAtkr = strImperials
strDfdr = strSons
elseif AttackingFaction == iSons
strAtkr = strSons
strDfdr = strImperials
Else
log("CWScript", "ChooseHoldToAttack expecting 1 or 2 for AttackingFaction parameter. Got " + AttackingFaction + " this will break the civil war system.")
debug.MessageBox("ChooseHoldToAttack expecting 1 or 2 for AttackingFaction parameter. Got " + AttackingFaction + " this will break the civil war system.")
return -1
EndIf
;VERIFY this is a valid Hold to attack. Otherwise, FAILURE: 1 = impossible to attack this hold (Haafingar/Eastmarch), 2 = Attacker already owns, 3 = Attacker owns no adjacent holds
failure = ValidateHoldToAttack(Hold, HoldOwner, AttackingFaction, strAtkr)
if failure > 0 && !(failure == 3 && debugAllowNonAdjacentHolds == 1) ;if we have a failure that a debug variable isn't allowing
FoundHold = 0
Hold = 0
Failure = 0
log("CWScript", "ChooseHoldToAttack picked an invalid hold, re-rolling a new hold to try to attack.")
elseif Hold == previousContestedHold && TriesLeftBeforeAllowingPreviousContestedHold > 0
TriesLeftBeforeAllowingPreviousContestedHold -= 1
FoundHold = 0
Hold = 0
log("CWScript", "ChooseHoldToAttack picked the previously contested hold, re-rolling a new hold to try to attack. Tries left before allowing previous hold: " + TriesLeftBeforeAllowingPreviousContestedHold)
else ;success
if failure == 3 && debugAllowNonAdjacentHolds == 1
log("CWScript", "ChooseHoldToAttack() Ignoring Adjacent Hold requirement and allowing the attack.", 1)
endif
;SET CWSCRIPT PROPERTIES
ContestedHold = Hold
OwnerContestedHold = HoldOwner
strContestedHoldImperial = strImperials
strContestedHoldSons = strSons
strAttacker = strAtkr
strDefender= strDfdr
FoundHold = 1
return hold
endif
EndWhile
EndFunction
Function SetAttackDelta()
{Sets the attack delta based on current strAttacker and strDefender}
AttackDelta = strAttacker - strDefender
log("CWScript", "AttackDelta (" + AttackDelta + " ) = StrAttack (" + StrAttacker + ") - StrDefender (" + StrDefender + ")")
if Math.abs(AttackDelta) > MaxAttackDelta
if AttackDelta > 0
AttackDelta = MaxAttackDelta
Else
AttackDelta = -MaxAttackDelta
endif
log("CWScript", "|AttackDelta| is larger than MaxAttackDelta, constraining AttackDelta(" + AttackDelta + ") to MaxAttackDelta (" + MaxAttackDelta + ")")
EndIf
EndFunction
Function startCampaignQuest(int Hold)
{Starts CWCampaign using CWCampaignStart.SendStoryEvent() with the corresponding Location of the ContestedHold}
location CampaignLocation = GetLocationForHold(Hold)
ObjectReference CampaignStartMarker = GetCampaignStartMarker(Hold)
CWCampaignStart.SendStoryEvent(CampaignLocation,CampaignStartMarker)
log("CWScript", "startCampaignQuest: CWCampainStart.SendStoryEvent(" + CampaignLocation + ", " + CampaignStartMarker+ ")")
EndFunction
;OLD VERSION
;Function SetHoldOwner(int HoldToSet, int FactionToOwn)
;{Takes int HoldToSet and int FactionToOwn, and calls the appropriate setOwnerXXX(FactionToOwn) function}
;
; if HoldToSet == iHaafingar ;1
; setOwnerHaafingar(FactionToOwn)
;
; elseif HoldToSet == iReach ; 2
; setOwnerReach(FactionToOwn)
;
; elseif HoldToSet == iHjaalmarch ;3
; setOwnerHjaalmarch(FactionToOwn)
;
; elseif HoldToSet == iWhiterun ;4
; setOwnerWhiterun(FactionToOwn)
;
; elseif HoldToSet == iFalkreath ;5
; setOwnerFalkreath(FactionToOwn)
;
; elseif HoldToSet == iPale ;6
; setOwnerPale(FactionToOwn)
;
; elseif HoldToSet == iWinterhold ;7
; setOwnerWinterhold(FactionToOwn)
;
; elseif HoldToSet == iEastmarch ;8
; setOwnerEastmarch(FactionToOwn)
;
; elseif HoldToSet == iRift ;9
; setOwnerRift(FactionToOwn)
;
; else
; log("CWScript", "SetHoldOwner(" + HoldToSet + ") parametered unrecognized. Expected an int 1-9 as HoldToCheck, got something else.")
; EndIf
;
;EndFunction
function finishCampaign()
{Sets properties, and other campaign clean up duties... called by CWCampaign stage 255}
;set properties appropriately
CampaignRunning = 0 ;not running -- this used to happen in the CWCampaign shut down stage. It lives here so that we are sure the faction leader won't have dialogue talking about the campaign that is just finishing up
CWCampaignS.completedMission = 0 ;clear out so Field CO doesn't say anything about a completed mission from previous campaign
CWCampaignS.failedMission = 0 ;clear out so Field CO doesn't say anything about a failed mission from previous campaign
(CWCampaign as CWCampaignScript).stopTutorialMission()
setContestedHoldWinType()
setCountWins()
previousContestedHold = contestedHold ;note this is also set in StartCampaign() but setting it again shouldn't hurt. It needs to go here so that Faction leader has something to say when you report in
;Show messages, objectives, and stop CampaignQuest
if debugForceOffscreenResult == 0
playerReport = 1 ;player needs to report to faction leader
;Show the campaign won message:
getCampaignWonMessage().show()
if contestedHoldWinner == playerAllegiance
CWCampaignObj.setStage(20) ;objective: report success
else
CWCampaignObj.setStage(30) ;objective: report failure
endif
EndIf
ContributeToSalaryPool()
;USES OLD COMMENTED OUT VERSION
; setHoldOwner(ContestedHold, ContestedHoldWinner) ;we should set objectives before this, but also this needs to be called before stopping the campaign so the new one doesn't try to start before it knows who the new owner is
if debugForceOffscreenResult == 0
log("CWScript", "CWCampaign: stopping quest, campaign finished.")
CWCampaign.stop()
endif
EndFunction
Function SetGarrisonCost(Location LocToSet, int Cost)
{Takes Location LocToSet and sets its CWCost keyword data to Int Cost}
LocToSet.SetKeywordData(CWCost, Cost)
log("CWScript", "SetGarrisonCost() Location =" + LocToSet + ", Cost = " + Cost)
EndFunction
int Function GetGarrisonCost(Location LocToGetCost)
int cost = LocToGetCost.GetKeywordData(CWCost) as Int
log("CWScript", "GetGarrisonCost() Location =" + LocToGetCost + ", Cost = " + Cost)
return cost
EndFunction
Function setInitialCosts()
{Called in the OnInit block, one time set up of initial Costs of all the locations.}
;Have to break this into sub functions to get around with a compiler bug with complex functions
setInitialGarrisonCostsHaafingar()
setInitialGarrisonCostsReach()
setInitialGarrisonCostsHjaalmarch()
setInitialGarrisonCostsWhiterun()
setInitialGarrisonCostsFalkreath()
setInitialGarrisonCostsPale()
setInitialGarrisonCostsWinterhold()
setInitialGarrisonCostsEastmarch()
setInitialGarrisonCostsRift()
EndFunction
;setInitialCosts() subfunctions -- to get around a function size bug in the compiler
Function setInitialGarrisonCostsHaafingar()
SetGarrisonCost(SolitudeLocation, iCostNonContestable)
SetGarrisonCost(SolitudeSawmillLocation, iCostNonContestable)
SetGarrisonCost(KatlasFarmLocation, iCostNonContestable)
SetGarrisonCost(DragonBridgeLocation, iCostNonContestable)
SetGarrisonCost(FortHraggstadLocation, iCostNonContestable)
EndFunction
Function setInitialGarrisonCostsReach()
SetGarrisonCost(MarkarthLocation, iCostNonContestable)
SetGarrisonCost(CidhnaMineLocation, iCostNonContestable)
SetGarrisonCost(LeftHandMineLocation, iCostNonContestable)
SetGarrisonCost(SalviusFarmLocation, iCostNonContestable)
SetGarrisonCost(KarthwastenLocation, iCostMedium)
SetGarrisonCost(OldHroldanLocation, iCostMedium)
SetGarrisonCost(KolskeggrMineLocation, iCostSmall)
SetGarrisonCost(FortSungardLocation, iCostFort)
EndFunction
Function setInitialGarrisonCostsHjaalmarch()
SetGarrisonCost(MorthalLocation, iCostNonContestable)
SetGarrisonCost(StonehillsLocation, iCostSmall)
; SetGarrisonCost(FrostRiverFarmLocation, iCostSmall)
SetGarrisonCost(FortSnowhawkLocation, iCostFort)
EndFunction
Function setInitialGarrisonCostsWhiterun()
SetGarrisonCost(WhiterunLocation, iCostNonContestable)
SetGarrisonCost(BattleBornFarmLocation, iCostNonContestable)
SetGarrisonCost(ChillfurrowFarmLocation, iCostNonContestable)
SetGarrisonCost(PelagiaFarmLocation, iCostNonContestable)
SetGarrisonCost(RoriksteadLocation, iCostMedium)
SetGarrisonCost(RiverwoodLocation, iCostSmall)
; SetGarrisonCost(BarleydarkFarmLocation, iCostSmall)
SetGarrisonCost(FortGreymoorLocation, iCostFort)
EndFunction
Function setInitialGarrisonCostsFalkreath()
SetGarrisonCost(FalkreathLocation, iCostNonContestable)
; SetGarrisonCost(GraniteHillLocation, iCostMedium)
SetGarrisonCost(HelgenLocation, iCostMedium)
; SetGarrisonCost(BearsCaveMillLocation, iCostSmall)
SetGarrisonCost(HalfmoonMillLocation, iCostSmall)
SetGarrisonCost(FortNeugradLocation, iCostFort)
EndFunction
Function setInitialGarrisonCostsPale()
SetGarrisonCost(DawnstarLocation, iCostNonContestable)
; SetGarrisonCost(HeljarchenLocation, iCostMedium)
SetGarrisonCost(AngasMillLocation, iCostSmall)
SetGarrisonCost(LoreiusFarmLocation, iCostSmall)
SetGarrisonCost(FortDunstadLocation, iCostFort)
EndFunction
Function setInitialGarrisonCostsWinterhold()
SetGarrisonCost(WinterholdLocation, iCostNonContestable)
SetGarrisonCost(WhistlingMineLocation, iCostSmall)
SetGarrisonCost(FortKastavLocation, iCostFort)
EndFunction
Function setInitialGarrisonCostsEastmarch()
SetGarrisonCost(WindhelmLocation, iCostNonContestable)
SetGarrisonCost(BrandyMugFarmLocation, iCostNonContestable)
SetGarrisonCost(HlaaluFarmLocation, iCostNonContestable)
SetGarrisonCost(HollyfrostFarmLocation, iCostNonContestable)
SetGarrisonCost(KynesgroveLocation, iCostNonContestable)
SetGarrisonCost(DarkwaterCrossingLocation, iCostNonContestable)
SetGarrisonCost(MixwaterMillLocation, iCostNonContestable)
SetGarrisonCost(FortAmolLocation, iCostNonContestable)
EndFunction
Function setInitialGarrisonCostsRift()
SetGarrisonCost(RiftenLocation, iCostNonContestable)
SetGarrisonCost(SnowShodFarmLocation, iCostNonContestable)
;SetGarrisonCost(GoldenglowFarmLocation, iCostNonContestable) -- GoldenGlowFarm is NOT a normal location. It's quest specific area spawning it's own guards, and should not be part of the Civil War.
SetGarrisonCost(MerryfairFarmLocation, iCostNonContestable)
SetGarrisonCost(IvarsteadLocation, iCostMedium)
SetGarrisonCost(ShorsStoneLocation, iCostSmall)
SetGarrisonCost(HeartwoodMillLocation, iCostSmall)
SetGarrisonCost(SarethiFarmLocation, iCostSmall)
SetGarrisonCost(FortGreenwallLocation, iCostFort)
EndFunction
function registerMissionSuccess(Location HoldLocation, bool isFortBattle = False)
CountMissionSuccess += 1
log("CWScript", "registerMissionSuccess(HoldLocation:" + HoldLocation + ", isFortBattle:" + isFortBattle + ") CountMissionSuccess = " + CountMissionSuccess + ". Calling DisplayHoldObjective() if isFortBattle == false")
;NOTE:
;If isFortBattle is true, then we should skip displaying the Hold Objective, UNLESS we decide put reimplement the final battles at the capitals
if isFortBattle == False
DisplayHoldObjective()
EndIf
EndFunction
function SetContestedHoldWinType()
{Sets the ContestedHoldWinType variable}
if ownerContestedHold == ContestedHoldWinner
contestedHoldWinType = 2 ;held onto it
log("CWScript", "SetContestedHoldWinType() set contestedHoldWinType to 2 (defender)")
Else
contestedHoldWinType = 1 ;took it away from the enemy
log("CWScript", "SetContestedHoldWinType() set contestedHoldWinType to 1 (attacker))")
EndIf
EndFunction
Function resolveOffscreen(int CurrentAttackDelta = 0)
{Causes the campaign to resolve offscreen, puts this script in the ResolvingCampaignOffscreen state. When the CWCampaign calls this function, it needs to pass in the CurrentAttackValue. When this parameter is not present, it means we are resolving it in ForcedResolveOffscreen mode.}
GoToState("ResolvingCampaignOffscreen")
int winner ;1 = Imperials, 2 = Sons -- these are held in Attacker and Defender
stopSiegeQuests() ;causes any running siege quest to stop
if CurrentAttackDelta == 0 ; it means something other than the actual campaign is calling this function, most likely because we are running in a debugging "force offscreen resolution" mode where we aren't really going through all the campaign scripting
CurrentAttackDelta = AttackDelta ;because the campaign isn't calling this function passing in a CurrentAttackDelta, we will use the starting AttackDelta that the CW quest calculated when it picked a hold to contest
log("CWScript", "resolveOffscreen() called without a CurrentAttackDelta parameter, therefore we are using the initial AttackDelta set by CWScript in StartNewCampaign(): " + CurrentAttackDelta)
Else
log("CWScript", "resolveOffscreen() called with a CurrentAttackDelta parameter = " + CurrentAttackDelta)
EndIf
;Always calculate these values for troubleshooting purposes, even if we are going to force the defender to win below
resolutionForced = False
resolutionDieRoll = Utility.RandomInt(0, 100)
resolutionResult = resolutionDieRoll + (CurrentAttackDelta * ResolutionAttackDeltaMultiplier)
If resolutionResult > 50
contestedHoldWinner = attacker
Else
contestedHoldWinner = defender
EndIf
;For major holds with cities, make sure the player involved flag has been set, otherwise force the winner to be the defender (this prevents a major hold changing hands if the player never got in olved)
If (ContestedHold == iReach && playerJoinedCampaginReach == 0) || (ContestedHold == iWhiterun && playerJoinedCampaginWhiterun == 0) || (ContestedHold == iRift && playerJoinedCampaginRift== 0)
contestedHoldWinner = defender
resolutionForced = True
EndIf
log("CWScript", "resolveOffscreen() resolved with resolutionDieRoll =" + resolutionDieRoll + ", resolutionResult=" + resolutionResult + ", contestedHoldWinner =" + contestedHoldWinner + "(" + FactionName(contestedHoldWinner) + "), resolutionForced =" + resolutionForced + "; Now calling finishCampaign()")
finishCampaign()
log("CWScript", "resolveOffscreen() finished. Going to state WaitingToStartNewCampaign")
GoToState("WaitingToStartNewCampaign")
EndFunction