92 lines
2.7 KiB
Plaintext
92 lines
2.7 KiB
Plaintext
Scriptname _00E_OorbayaDeathScript extends actor
|
|
{ Gavrant: _00E_OorbayaRace reuses the animations of the vanilla frost atronach, and Nicolas says that they are not exactly compatible with the oorbaya, quoting:
|
|
> And the Frost Atronach crumbles into pieces upon death
|
|
> The Oorbaya doesn't have the animation, hence the game crashes
|
|
> Maybe it doesn't anymore due to CrashFixes.dll but still, it's a gamble
|
|
|
|
That's why all oorbayas must be essential and rely on PlayDeathFX function here for actually dying.
|
|
And since _00E_EPOnDeath doesn't work for essential NPCs because it waits for them to actually die, PlayDeathFX also takes care about giving EP for killing an oorbaya.
|
|
As a bonus, PlayDeathFX adds several visual and sound effects that are not possible in OnDeath.
|
|
}
|
|
|
|
EffectShader Property AtronachUnsummonDeathFXS Auto
|
|
Sound Property _00E_NPCOorbaya_DeathM Auto
|
|
Explosion Property _00E_NPCOorbayaUnleashHeavenExplosion Auto
|
|
ImageSpaceModifier Property _00E_OorbayaPowerAttackIMOD Auto
|
|
|
|
Keyword Property BlameSpellKeyword Auto
|
|
Faction Property EPFaction Auto
|
|
|
|
Actor Property PlayerREF Auto
|
|
|
|
Int Property __Config_RewardExp Auto
|
|
|
|
Bool Property __Config_DeleteActor Auto
|
|
{creationkit.com do not recomment using self.Delete() on /www.creationkit.com on respwning/leveled actors }
|
|
|
|
Actor myKiller
|
|
Bool isDying = False
|
|
|
|
|
|
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
|
|
; Debug.Trace(self + ": OnHit")
|
|
|
|
Actor newKiller = akAggressor as Actor
|
|
if newKiller && isDying == False
|
|
myKiller = newKiller
|
|
EndIf
|
|
EndEvent
|
|
|
|
Event OnEnterBleedout()
|
|
; Debug.Trace(self + ": OnEnterBleedout")
|
|
PlayDeathFX()
|
|
EndEvent
|
|
|
|
Event OnReset()
|
|
; Debug.Trace(self + ": OnReset")
|
|
|
|
; Failsafe cleanup
|
|
myKiller = None
|
|
isDying = False
|
|
EndEvent
|
|
|
|
|
|
Function PlayDeathFX()
|
|
If isDying
|
|
Return
|
|
EndIf
|
|
isDying = True
|
|
|
|
Bool doReceiveEP = False
|
|
If __Config_RewardExp > 0
|
|
doReceiveEP = (HasEffectKeyword(BlameSpellKeyword) || (myKiller && myKiller.GetFactionRank(EPFaction) >= 0))
|
|
EndIf
|
|
myKiller = None ; To not keep myKiller ref persistent
|
|
|
|
SetGhost(True)
|
|
Debug.SendAnimationEvent(self, "combatIdleStart")
|
|
AtronachUnsummonDeathFXS.Play(self)
|
|
int soundId = _00E_NPCOorbaya_DeathM.Play(self)
|
|
Sound.SetInstanceVolume(soundId, 8.0)
|
|
Utility.Wait(1)
|
|
SetCriticalStage(CritStage_DisintegrateStart)
|
|
PlaceAtMe(_00E_NPCOorbayaUnleashHeavenExplosion)
|
|
_00E_OorbayaPowerAttackIMOD.Apply()
|
|
|
|
StopCombat()
|
|
|
|
If doReceiveEP
|
|
Utility.Wait(0.5)
|
|
_00E_EPHandler.GiveEP(__Config_RewardExp)
|
|
EndIf
|
|
|
|
If __Config_DeleteActor
|
|
Delete()
|
|
Else
|
|
; As recommended in https://www.creationkit.com/index.php?title=Delete_-_ObjectReference
|
|
SetCriticalStage(CritStage_DisintegrateEnd)
|
|
EndIf
|
|
|
|
EndFunction
|
|
|