Eddoursul
6f96053d76
- Controlled actor no longer remains hostile to player. - Fixed floating in the air after save reload or player's death, occurred during victim selection or ghostwalking. - Unmarking attacking actor unmarks its target as well.
135 lines
3.6 KiB
Plaintext
135 lines
3.6 KiB
Plaintext
Scriptname _00E_A2_EldritchBloodPlayerMarkSC extends ReferenceAlias
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Import Utility
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Auto State Marking
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Event OnCrosshairRefChange(ObjectReference ref)
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if lastTarget != None
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lastTarget.blockActivation(false)
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EndIf
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lastTarget = ref
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if ref
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ref.blockActivation(true)
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endif
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If _00E_A2_EldritchBloodGlobal.GetValueInt() == 1
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If ref as Actor && ref != Game.GetForm(0x14)
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EldritchBloodEffectScript.SelectEnemy(ref as Actor)
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EndIf
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Else
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UnregisterForCrosshairRef()
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EndIf
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EndEvent
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Event OnAnimationEvent(ObjectReference akSource, string asEventName)
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if(akSource == akSelfRef && asEventName == "weaponSwing")
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if iAttackCounter == 0
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iAttackCounter = 1
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Else
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; Debug.Notification(sMarkingModeInterrupted)
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_00E_MarkingTalents_sMarkingModeInterrupted.Show()
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EldritchBloodEffectScript.abort()
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UnregisterForAnimationEvent(akSelfRef, "weaponSwing")
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EndIf
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EndIf
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EndEvent
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Event OnObjectEquipped(Form equippedObject, ObjectReference reference)
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Shout equippedShout = equippedObject as Shout
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if(!equippedShout)
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; Debug.Notification(sMarkingModeInterrupted)
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_00E_MarkingTalents_sMarkingModeInterrupted.Show()
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EldritchBloodEffectScript.abort()
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EndIf
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EndEvent
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Event OnSpellCast(Form akSpell)
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Shout equippedShout = akSpell as Shout
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if akSpell != _00E_A2_EldritchBloodSP
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; Debug.Notification(sMarkingModeInterrupted)
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_00E_MarkingTalents_sMarkingModeInterrupted.Show()
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EldritchBloodEffectScript.abort()
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EndIf
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EndEvent
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Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
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; Debug.Notification(sMarkingModeInterrupted)
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_00E_MarkingTalents_sMarkingModeInterrupted.Show()
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EldritchBloodEffectScript.abort()
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EndEvent
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EndState
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function EnterMarkingMode(Float iReach, _00E_A2_EldritchBloodPlayerSC _00E_A2_EldritchBloodMEScript)
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akSelfRef = Self.GetActorReference()
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RegisterForAnimationEvent(akSelfRef, "weaponSwing")
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fActivatePickLengthBefore = GetINIFloat("fActivatePickLength:Interface")
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SetINIFloat("fActivatePickLength:Interface", iReach)
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EldritchBloodEffectScript = _00E_A2_EldritchBloodMEScript
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RegisterForCrosshairRef()
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EndFunction
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Function ExitMarkingMode()
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if lastTarget != None
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lastTarget.blockActivation(false)
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EndIf
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lastTarget = None
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iAttackCounter = 0
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UnregisterForAnimationEvent(akSelfRef, "weaponSwing")
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UnregisterForCrosshairRef()
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SetINIFloat("fActivatePickLength:Interface", 150)
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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ObjectReference lastTarget ; the last target before the crosshair; used to block and unblock activation
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Actor akSelfRef
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int iAttackCounter
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_00E_A2_EldritchBloodPlayerSC Property EldritchBloodEffectScript Auto Hidden
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float fActivatePickLengthBefore
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;String Property sMarkingModeInterrupted = "Marking interrupted by attacking." Auto
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GlobalVariable Property _00E_A2_EldritchBloodGlobal Auto
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Spell Property _00E_A2_EldritchBloodSP Auto
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Shout Property _00E_A2_EldritchBlood Auto
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Message Property _00E_MarkingTalents_sMarkingModeInterrupted Auto
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