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scriptName TrapHitBase extends objectReference
;
;
;
;=========================================
import utility
int property damage auto hidden
int property soundLevel = 10 auto
int property trapPushBack auto
sound property TrapHitSound auto
weapon property hitFX auto
ammo property hitFXAmmo auto
bool property trapCausesStagger = false Auto
{does this trap stagger actors
default = false}
bool property rumble = false Auto
float property rumbleAmount = 0.7 Auto
float property rumbleDuration = 0.5 auto
bool property cameraShake = false Auto
float property cameraShakeAmount = 0.7 auto
float property staggerAmount = 0.0 auto
bool property soundCanPlay = TRUE auto hidden
float property soundDelay = 1.0 auto
bool property throttleSound = TRUE auto
spell property ghostAbility auto
bool property hitOnlyOnce = false auto
{This variable to act as a safety mechanism,
if this is true, after one trap hit this will put itself
into the cannotHit State, Mainly for bearTrap
Default == FALSE}
explosion property pushbackExplosion auto
objectReference placedExplosion
bool property canDisease auto
{this property says whether this can apply diseases on hit
diseaseChance determines the odds if this is true
default = false}
float property diseaseChance = 2.5 auto
{if canDisease is true, this determines the chance of a disease being applied
default = 2.5%}
spell property TrapDiseaseAtaxia auto
spell property TrapDiseaseBoneBreakFever auto
spell property TrapDiseaseBrainRot auto
spell property TrapDiseaseRattles auto
spell property TrapDiseaseRockjoint auto
spell property TrapDiseaseWitbane auto
faction property noHitFaction auto
{This faction will not be affected by hits from this trap}
;This only processes the hits, another script should tell this one when to be in the CanHit state
state CanHit
Event OnTrapHitStart(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
; ;debug.Trace(self + " has hit " + akTarget)
if !(akTarget as actor).hasSpell(ghostAbility) && !(akTarget as actor).IsInFaction(noHitFaction)
if hitOnlyOnce
goToState("CannotHit")
endif
akTarget.ProcessTrapHit(self, damage, trapPushBack, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, staggerAmount)
if throttleSound
if soundCanPlay
soundCanPlay = False
if TrapHitSound
TrapHitSound.play( self as ObjectReference) ;play hit sound
endif
registerForSingleUpdate(soundDelay)
endif
Else
TrapHitSound.play( self as ObjectReference) ;play hit sound
endif
bool isPlayer = false
if akTarget == game.getPlayer()
isPlayer = True
endif
actor myTarget
myTarget = akTarget as Actor
;USSEP 4.2.5 Bug #29500 - Traps weren't accounting for players' disease resistance.
Float diseaseResistMult = (Game.GetForm(0x14) as Actor).GetActorValue("DiseaseResist")
if canDisease && isPlayer && diseaseResistMult < 100.0
Float chance = diseaseChance * (100.0 - diseaseResistMult)
Float result = utility.RandomFloat(1.0, 10000.0)
if result <= chance
int diseasePick
diseasePick = randomInt(1,6)
if diseasePick == 1
myTarget.addSpell(TrapDiseaseAtaxia)
elseif diseasePick == 2
myTarget.addSpell(TrapDiseaseBoneBreakFever)
elseif diseasePick == 3
myTarget.addSpell(TrapDiseaseBrainRot)
elseif diseasePick == 4
myTarget.addSpell(TrapDiseaseRattles)
elseif diseasePick == 5
myTarget.addSpell(TrapDiseaseRockjoint)
elseif diseasePick == 6
myTarget.addSpell(TrapDiseaseWitbane)
endif
endif
endif
if hitFX
hitFX.fire(self, hitFxAmmo)
endif
CreateDetectionEvent(myTarget, soundLevel) ; creates a detection event
;/if trapCausesStagger
placedExplosion = self.placeatme(pushbackExplosion)
placedExplosion.moveto(self, afXoffset = afXpos, afYoffset = afYpos, afZoffset = afZpos)
endif/;
if rumble && isPlayer
game.ShakeController(rumbleAmount, rumbleAmount, rumbleDuration)
EndIf
if cameraShake && isPlayer
game.ShakeCamera(game.getPlayer(),cameraShakeAmount, rumbleDuration)
endif
endif
;Trace("Damage =")
;Trace(damage)
endEvent
endState
auto state CannotHit
Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
endEvent
endState
event onUpdate()
soundCanPlay = TRUE
EndEvent