464 lines
15 KiB
Plaintext
464 lines
15 KiB
Plaintext
Scriptname _00E_MQ12c_Functions extends Quest Conditional
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Import Utility
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; This script is mainly used for handling the different "debris" stages of Ark after the siege
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnUpdate()
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If MQ12c_SC03_Dream.IsPlaying()
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If GameHour.GetValue() >= 20
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Timescale.SetValue(0.01)
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Else
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RegisterForSingleUpdate(1)
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EndIf
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Else
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UnregisterForUpdate()
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EndIf
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EndEvent
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Event OnUpdateGameTime()
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DebrisLevel02()
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DeleteSC01Stuff()
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EndEvent
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function DebrisLevel01()
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; Ark directly after the Nehrimese's attack, corpses are still around, sigils are enabled
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int iIndex = _00E_MQ12c_HarborNPCs.GetSize()
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while iIndex > 0
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iIndex -= 1
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ObjectReference objToDisable = _00E_MQ12c_HarborNPCs.GetAt(iIndex) as ObjectReference
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objToDisable.Disable()
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endwhile
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iIndex = _00E_MQ12c_SoldierNPCs.GetSize()
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while iIndex > 0
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iIndex -= 1
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ObjectReference objToEnable = _00E_MQ12c_SoldierNPCs.GetAt(iIndex) as ObjectReference
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objToEnable.Enable()
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; Failsave to prevent a bug in which some of the Possessed
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; enabled at this point would be in ghostmode and therefore
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; invincible
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; ( http://sureai.net:9898/browse/ERB-846 ).
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; EDIT Till 03/Nov/2018: This doesn't really fix the issue, but I leave the code in here just in case
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; see comment below
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Actor objAsActor = (objToEnable as Actor)
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if objAsActor != None
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if (objToEnable as _00E_EPOnDeath)
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; Checking (by typecast) that objAsActor is an enemy.
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objAsActor.SetGhost(False)
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endif
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endif
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endwhile
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iIndex = _00E_MQ12c_FireNPCs.GetSize()
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while iIndex > 0
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iIndex -= 1
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ObjectReference objToEnable = _00E_MQ12c_FireNPCs.GetAt(iIndex) as ObjectReference
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objToEnable.Enable()
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; Failsave to prevent a bug in which some of the Possessed
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; enabled at this point would be in ghostmode and therefore
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; invincible
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; ( http://forum.sureai.net//tracker.php?p=8&t=10425 ).
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; EDIT Till 03/Nov/2018: This doesn't really fix the issue, but I leave the code in here just in case
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; see comment below
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Actor objAsActor = (objToEnable as Actor)
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if objAsActor != None
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objAsActor.SetGhost(False)
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endif
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endwhile
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; Till 03/Nov/2018: The possessed NPCs need to be enabled in a separate formlist (could have been also done via EnableParent)
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; Anyway, the reason behind this is fairly simple: The script _00E_MQ12c_HarbirSiegeSC uses also the formlists
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; _00E_MQ12c_FireNPCs and _00E_MQ12c_SoldierNPCs but the script actually sets the ghost flag to 1 upon leaving the respective trigger
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; and hence the flag can't be set for an actor's reference it gets set for the actor base
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; resulting in all actor references of the possessed NPCs that are included in the formlist being flagged as ghost
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; I took the possessed NPCs out of those lists and created this new one, that isn't used by the harbor trigger at all
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_00E_Func_ReferenceFormList.Enable(_00E_MQ12c_PossessedNPCs)
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MQ12c_SC1_ExecutionDoor001.BlockActivation(True)
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MQ12c_SC1_ExecutionDoor001.SetLockLevel(255)
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MQ12c_SC1_ExecutionDoor001.SetOpen(False)
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MQ12c_SC1_ExecutionDoor001.Lock(True)
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MQ12c_WestGate_BarrierREF.Enable()
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MQ12c_NorthGate_BarrierREF.Enable()
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MQ12c_MyradOutsideGate_BarrierREF.Enable()
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MQ12c_SouthGate_BarrierREF.Enable()
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MQ12c_SC01_FailsaveREF.Enable()
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MQ12c_HarborGate_BarrierREF.Enable()
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MQ12b_SC6_ArcherMarker.Disable()
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MQ12b_SC6_HarborLinker.Disable()
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MQ12c_GuardLinker.Disable()
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_00E_MC_TaranorREF.Disable()
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_00E_SC_AlmaREF.Disable()
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MQ12c_DisableBoat.Disable()
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MQ12c_Debris_NPC_Linker.Enable()
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MQ12c_NehrimeseScoutREF.Enable()
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MQ12c_Debris_Smoke_Linker.Enable()
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MQ12c_Debris_Level_01_Linker.Enable()
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MQ12cDebrisLight.MoveTo(NightLightsMarker, abMatchRotation = False) ; Hide one lantern light in Ark's Stranger Quarter
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RegisterForSingleUpdateGameTime(72) ; Wait three days to proceed to next debris stage
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EndFunction
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Function DebrisLevel02()
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MQ12b_SC14_SiegeTempleMarker.Disable()
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MQ12c_Debris_Level_01_Linker.Disable()
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; Corpses have been carried removed, first repairs have started
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MQ12c_Debris_Level_02_Linker.Enable()
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MQ12cDebrisLight.MoveToMyEditorLocation() ; Unhide lantern light in Ark's Stranger Quarter
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MQ12cDebrisLight = None ; No need to keep it persistent anymore
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EndFunction
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Function SetUpSC01()
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MQ12c_SC2_Bed.SetActorOwner(PlayerREF.GetActorBase())
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MQ12c_SC2_Bed.BlockActivation(True)
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_00E_MC_TealorRef.Disable()
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_00E_MC_NataraRef.Disable()
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MQ12c_SC1_ExecutionVoiceTealor001.Enable()
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MQ12c_SC1_ExecutionDoor001.SetLockLevel(255)
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MQ12c_SC1_ExecutionDoor001.SetOpen(False)
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MQ12c_SC1_ExecutionDoor001.Lock(True)
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EndFunction
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Function CleanUpSC01()
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_00E_MC_TealorRef.Enable()
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_00E_MC_NataraRef.Enable()
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EndFunction
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Function DeleteSC01Stuff()
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MQ12c_SC1_ExecutionVoiceTealor001.Disable()
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MQ12c_SC1_ExecutionDoor001.SetLockLevel(0)
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MQ12c_SC1_ExecutionDoor001.SetOpen(False)
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MQ12c_SC1_ExecutionDoor001.Lock(False)
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EndFunction
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Function ShowMessageBoxBeforeSleeping()
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If ((CQJ04.IsRunning()) && (CQC04.IsRunning()))
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If !CQJ04.IsCompleted() && !CQC04.IsCompleted()
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int iButton01 = _00E_MQ12c_SleepJesparCaliaMsg.Show()
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If iButton01 == 0
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SetCurrentStageID(15)
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Else
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Return
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EndIf
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ElseIf CQJ04.IsCompleted() && !CQC04.IsCompleted()
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int iButton02 = _00E_MQ12c_SleepCaliaMsg.Show()
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If iButton02 == 0
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SetCurrentStageID(15)
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Else
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Return
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EndIf
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ElseIf !CQJ04.IsCompleted() && CQC04.IsCompleted()
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int iButton03 = _00E_MQ12c_SleepJesparMsg.Show()
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If iButton03 == 0
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SetCurrentStageID(15)
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Else
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Return
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EndIf
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Elseif CQJ04.IsCompleted() && CQC04.IsCompleted()
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SetCurrentStageID(15)
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EndIf
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ElseIf (CQJ04.IsRunning()) && !(CQJ04.IsCompleted())
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int iButton04 = _00E_MQ12c_SleepJesparMsg.Show()
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If iButton04 == 0
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SetCurrentStageID(15)
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Else
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Return
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EndIf
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ElseIf (CQC04.IsRunning()) && !(CQC04.IsCompleted())
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int iButton05 = _00E_MQ12c_SleepCaliaMsg.Show()
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If iButton05 == 0
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SetCurrentStageID(15)
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Else
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Return
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EndIf
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Else
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SetCurrentStageID(15)
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EndIf
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EndFunction
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Function StartSC02()
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_00E_SilenceTransitionLowPriority.Add()
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If (!CQC04.IsCompleted()) && CQC04.IsRunning()
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CQC04.SetCurrentStageID(20)
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EndIf
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If (!CQJ04.IsCompleted()) && CQJ04.IsRunning()
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CQJ04.SetCurrentStageID(40)
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EndIf
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_00E_Func_AIWalk.PlayerAIWalk()
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Game.ForceThirdPerson()
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MQ12c_SC02_DreamGoToSleep.ForceStart()
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EndFunction
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Function FadeToBlack()
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SetObjectiveCompleted(10)
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SetCurrentStageID(20)
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EndFunction
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Function StartSC03()
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fTimescaleBefore = TimeScale.GetValue()
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MQ10a_SC1_HeartParentREF.Enable()
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MQ12c_SC03_FatherREF.Enable()
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MQ12c_SC03_FatherREF.MoveTo(MQ12c_SC3_FatherMarkerREF)
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MQ12c_SC03_FatherREF.SetOutfit(_00E_Father_Outfit_VeryDecayed)
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If MQP01_FatherRef.IsEnabled()
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MQP01_FatherRef.Disable()
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EndIf
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_FS_Phasmalist_ControlQuest.UnsummonApparitionIfExists()
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FadeToBlackIMOD.Apply()
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Wait(1)
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FadeToBlackHoldImod.ApplyCrossFade(1)
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PlayerREF.MoveTo(PlayerStartMarkerNew)
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_00E_SilenceTransitionLowPriority.Remove()
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_00E_PlayerFunctions.GetSoundControl().RemoveSilence()
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_00E_Music_Special_Dreams.Add()
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_00E_Func_AIWalk.PlayerAIWalkStop()
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Game.ShowFirstPersonGeometry(False)
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Game.RequestAutoSave()
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fPlayerScale = _00E_SetActorScale.Change(PlayerREF, 0.85)
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TimeScale.SetValue(0.1)
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_00E_TimeControl.SkipTimeToHour(18.5)
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ImageSpaceModifier.RemoveCrossFade(3)
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Game.ForceFirstPerson()
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Game.DisablePlayerControls(false, true, true, false, true, false, false)
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Wait(3.0)
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Game.EnablePlayerControls()
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Game.DisablePlayerControls(false, true, true, false, true, false, true)
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MQ12c_SC03_Dream.ForceStart()
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Wait(2)
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SetObjectiveDisplayed(15)
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EndFunction
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Function SetTimescale()
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TimeScale.SetValue(450)
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RegisterForSingleUpdate(1)
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EndFunction
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Function OpenForbiddenDoor()
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MQ12c_SC03_ForbiddenDoorREF.SetOpen(True)
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EndFunction
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Function EndSC03()
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PlayerREF.SetScale(fPlayerScale)
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_00E_MQ10a_DreamCollapseIMOD.Apply()
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Wait(4)
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FadeToBlackHoldImod.ApplyCrossFade(1)
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MQ12c_SC03_FatherREF.Disable()
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_00E_Music_Special_Dreams.Remove()
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SetObjectiveCompleted(10)
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SetObjectiveCompleted(15)
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SetCurrentStageID(40)
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EndFunction
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Function StartSC04()
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_00E_MC_JesparREF.SetOutfit(_00E_MC_JesparOutfit)
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_00E_Music_Special_Dreams.Remove()
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_00E_SilenceTransitionLowPriority.Add()
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_00E_Func_AIWalk.PlayerAIWalkStop()
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Game.ForceThirdPerson()
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MQ12c_SC04_DoorREF.SetOpen(true)
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PlayerREF.MoveTo(MQ12c_SC04_CompanionRunREF)
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SetCompanion()
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If Companion.IsDisabled()
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Companion.Enable()
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EndIf
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Companion.MoveTo(MQ12c_SC04_CompanionMarkerREF)
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TimeScale.SetValue(fTimescaleBefore)
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MQ12c_SC04_WakeUp.ForceStart()
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Game.SetHudCartMode(false)
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EndFunction
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Function FadeBack()
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Game.SetPlayerAIDriven(False)
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_00E_Func_AIWalk.PlayerAIWalkStop()
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FadeToBlackBackLongImod.ApplyCrossFade(afFadeDuration = 1.0)
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EndFunction
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Function SetCompanion()
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If SympathyCalia.GetValueInt() > SympathyJespar.GetValue()
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Companion = _00E_MC_CaliaREF
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Else
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Companion = _00E_MC_JesparREF
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EndIf
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SC04_Companion.ForceRefTo(Companion)
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If (Companion == _00E_MC_CaliaREF) && (SympathyJespar.GetValueInt() >= __Config_RomanceThreshold)
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bAskForLoveInterest = True
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Elseif (Companion == _00E_MC_JesparREF) && (SympathyCalia.GetValueInt() >= __Config_RomanceThreshold)
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bAskForLoveInterest = True
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Else
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bAskForLoveInterest = False
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EndIf
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EndFunction
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Function ActivateBed()
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_00E_Func_RefreshFace.RefreshFace()
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MQ12c_SC2_Bed.Activate(PlayerREF, True)
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Game.EnablePlayerControls()
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Game.SetPlayerAIDriven(False)
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Game.SetHudCartMode(False)
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EndFunction
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Function CleanUpAndStartMQ13()
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Game.EnablePlayerControls()
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Game.SetHudCartMode(false)
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_00E_SilenceTransitionLowPriority.Remove()
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_00E_PlayerFunctions.GetSoundControl().RemoveSilence()
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MQ12c_SC01_FailsaveREF.Disable()
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MQ12c_SC1_ExecutionDoor001.Lock(False)
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MQ12c_SC1_ExecutionDoor001.BlockActivation(False)
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MQ13a.SetCurrentStageID(5)
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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int iDebrisLevel
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float fPlayerScale = 1.0
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float fTimescaleBefore
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bool Property bAskForLoveInterest Auto Conditional Hidden
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int Property __Config_RomanceThreshold Auto
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{Determines how many sympathy points the player needs to have for either Calia or Jespar in order for the other one to ask about his/her relationship to the player}
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Actor Property Companion Auto Conditional Hidden
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Actor Property _00E_MC_TealorRef Auto
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Actor Property _00E_MC_TaranorREF Auto
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Actor Property _00E_SC_AlmaREF Auto
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Actor Property _00E_MC_NataraRef Auto
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Actor Property _00E_MC_JesparREF Auto
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Actor Property _00E_MC_CaliaREF Auto
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Actor Property MQP01_FatherRef Auto
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Actor Property MQ12c_SC03_FatherREF Auto
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Actor Property PlayerREF Auto
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GlobalVariable Property SympathyCalia Auto
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GlobalVariable Property SympathyJespar Auto
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GlobalVariable Property Timescale Auto
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GlobalVariable Property GameHour Auto
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Quest Property CQC04 Auto
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Quest Property CQJ04 Auto
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Quest Property MQ13a Auto
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MusicType Property _00E_Music_Special_Dreams Auto
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MusicType Property _00E_SilenceTransitionLowPriority Auto
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Message Property _00E_MQ12c_SleepCaliaMsg Auto
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Message Property _00E_MQ12c_SleepJesparMsg Auto
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Message Property _00E_MQ12c_SleepJesparCaliaMsg Auto
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Scene Property MQ12c_SC02_DreamGoToSleep Auto
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Scene Property MQ12c_SC03_Dream Auto
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Scene Property MQ12c_SC04_WakeUp Auto
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Outfit Property _00E_MC_JesparOutfit Auto
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Outfit Property _00E_Father_Outfit_VeryDecayed Auto
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ReferenceAlias Property SC04_Companion Auto
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ImageSpaceModifier Property FadeToBlackIMOD Auto
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ImageSpaceModifier Property FadeToBlackBackLongImod Auto
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ImageSpaceModifier Property FadeToBlackHoldImod Auto
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ImageSpaceModifier Property _00E_MQ10a_DreamCollapseIMOD Auto
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Formlist Property _00E_MQ12c_FireNPCs Auto
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Formlist Property _00E_MQ12c_HarborNPCs Auto
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Formlist Property _00E_MQ12c_SoldierNPCs Auto
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Formlist Property _00E_MQ12c_PossessedNPCs Auto
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ObjectReference Property MQ12c_Debris_NPC_Linker Auto
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ObjectReference Property MQ12c_Debris_Smoke_Linker Auto
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ObjectReference Property MQ12c_Debris_Level_01_Linker Auto
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ObjectReference Property MQ12c_Debris_Level_02_Linker Auto
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ObjectReference Property MQ12b_SC14_SiegeTempleMarker Auto
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ObjectReference Property MQ12c_SC2_Bed Auto
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ObjectReference Property PlayerStartMarkerNew Auto
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ObjectReference Property MQ12c_SC3_FatherMarkerREF Auto
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ObjectReference Property MQ12c_SC04_CompanionMarkerREF Auto
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ObjectReference Property MQ12c_SC04_CompanionRunREF Auto
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ObjectReference Property MQ12c_SC04_DoorREF Auto
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ObjectReference Property MQ12c_DisableBoat Auto
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ObjectReference Property MQ12c_NehrimeseScoutREF Auto
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ObjectReference Property MQ12b_SC6_ArcherMarker Auto
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ObjectReference Property MQ12b_SC6_HarborLinker Auto
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ObjectReference Property MQ12c_GuardLinker Auto
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ObjectReference Property MQ12c_WestGate_BarrierREF Auto
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ObjectReference Property MQ12c_NorthGate_BarrierREF Auto
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ObjectReference Property MQ12c_MyradOutsideGate_BarrierREF Auto
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ObjectReference Property MQ12c_SouthGate_BarrierREF Auto
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ObjectReference Property MQ12c_HarborGate_BarrierREF Auto
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ObjectReference Property MQ12c_SC01_FailsaveREF Auto
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ObjectReference Property MQ10a_SC1_HeartParentREF Auto
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ObjectReference Property MQ12c_SC03_ForbiddenDoorREF Auto
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ObjectReference Property MQ12c_SC1_ExecutionVoiceTealor001 Auto
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ObjectReference Property MQ12c_SC1_ExecutionDoor001 Auto
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ObjectReference Property NightLightsMarker Auto
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ObjectReference Property MQ12cDebrisLight Auto |