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