478 lines
12 KiB
Plaintext
478 lines
12 KiB
Plaintext
scriptname _00E_MQ08_Questfunctions extends Quest Conditional
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Import _00E_QuestFunctions
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function JesparGivePresent()
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PlayerREF.AddItem(_00E_Lehrbuch_Plus2Skillpoints, 1)
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EndFunction
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Function PortFollowerToNebelhaim()
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Levelsystem.RemoveSilence()
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_00E_MC_JesparREF.MoveTo(MQ08PortMarker)
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If _00E_MC_JesparREF.IsDisabled()
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_00E_MC_JesparREF.Enable()
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EndIf
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_00E_MC_JesparREF.EvaluatePackage()
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EndFunction
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Function TeleportJesparToTemple()
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if _00E_MC_JesparREF.GetDistance(PlayerREF) >= 800
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_00E_MC_JesparREF.MoveTo(MQ09a_JesparTemplePortMarkerREF)
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EndIf
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EndFunction
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Function PortKontantinToNebelaim()
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_00E_MC_KonstantinREF.MoveTO(MQ08PortMarker)
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_00E_MC_JesparREF.EvaluatePackage()
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_00E_MC_KonstantinREF.EvaluatePackage()
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EndFunction
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Function JesparAndConstantineNebelhaimFailsave()
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_00E_MC_JesparREF.MoveTo(MQ08PortMarker)
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_00E_MC_KonstantinREF.MoveTO(MQ08PortMarker)
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EndFunction
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Function EnableFollower()
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MQ09a_FollowStartBoxREF.Enable()
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SetNPCAsCompanion(_00E_MC_JesparREF, True, 350, 400, 100)
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EndFunction
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Function FollowerStopBeforeTemple()
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SetNPCAsCompanion(_00E_MC_JesparREF, False)
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EndFunction
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Function OpenDoor()
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MQ09aDoorRathaus.Lock(False)
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MQ09aDoorRathaus.BlockActivation(False)
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EndFunction
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Function KonstantinMadnessSceneFailsave()
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_00E_MC_KonstantinREF.Reset()
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_00E_MC_KonstantinREF.MoveTo(MQ08_KonstantinPortMarker02REF)
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MQ08_IntoTheDeep_SceneTempleOutside.Stop()
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If !MQ08_IntoTheDeep_SceneTempleInside.IsPlaying()
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MQ08_IntoTheDeep_SceneTempleInside.ForceStart()
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EndIf
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EndFunction
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Function PortKonstantin()
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_00E_MC_KonstantinREF.MoveTo(MQ08PortKonstantinMarker)
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EndFunction
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Function AddMadnessMusic()
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_00E_Music_Special_Event_Dark.Add()
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_00E_SilenceTransitionHighPriority.Add()
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EndFunction
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Function JesparEVP()
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Utility.Wait(2.0)
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_00E_MC_JesparREF.EvaluatePackage()
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EndFunction
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Function GoToTrain()
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Game.DisablePlayerControls()
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Game.FadeOutGame(true, true, 1, 4)
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Utility.Wait(2)
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FadeToBlackHoldImod.Apply()
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MQ08TombKonstantin.Enable()
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_00E_MC_KonstantinREF.Disable()
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PlayerREF.MoveTo(MQ08PlayerSpawnTomb)
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Utility.Wait(2)
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_00E_MC_JesparREF.Disable()
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_00E_MC_JesparREF.MoveTo(MQ08JesparSpawnTomb)
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_00E_MC_JesparREF.Enable()
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Utility.Wait(3)
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FadeToBlackBackImod.Apply()
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FadeToBlackHoldImod.Remove()
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Utility.Wait(3)
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Game.EnablePlayerControls()
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EndFunction
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Function SetJesparCombatGlobal(int iValue)
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JesparNoCombatComments.SetValue(iValue)
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EndFunction
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Function AddMusic()
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_00E_Music_Special_Character_Jespar_Long.Add()
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EndFunction
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Function RemoveMusic()
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_00E_Music_Special_Character_Jespar_Long.Remove()
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EndFunction
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function PlayerAIWalk(bool abLockedSight = True)
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if abLockedSight == True
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Game.SetPlayerAIDriven(True)
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Game.DisablePlayerControls(true, true, true, true, true, true, true, true)
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NewPlayerRef.ApplyHavokImpulse(1.0, 1.0, 0.0, 25.0)
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ElseIf abLockedSight == False
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Game.SetPlayerAIDriven(True)
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Game.DisablePlayerControls(true, true, true, False, true, true, true, true)
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EndIf
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endFunction
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function PlayerStopAIWalk()
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Game.SetPlayerAIDriven(false)
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Game.EnablePlayerControls(true, true, true, true, true, true, true, true)
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endFunction
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Function KonstantinStartCombat()
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SetNPCAsCompanion(_00E_MC_JesparREF, True, 350, 400, 100)
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;We also need to change Constanine's stats, since they were adjusted upon entering the Living Temple
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_00E_MC_KonstantinREF.SetActorValue("Health", 850)
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_00E_MC_KonstantinREF.SetActorValue("Stamina", 850)
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_00E_MC_KonstantinREF.SetActorValue("Magicka", 240)
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_00E_SilenceTransitionHighPriority.Remove()
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_00E_Music_Special_Event_Dark.Remove()
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_00E_Music_Combat_Epic.Add()
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Game.EnablePlayerControls()
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Utility.Wait(0.5)
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_00E_MC_KonstantinREF.SetGhost(False)
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_00E_MC_KonstantinREF.SetActorValue("Aggression", 3)
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_00E_MC_KonstantinREF.StartCombat(PlayerREF)
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_00E_MC_JesparREF.StartCombat(_00E_MC_KonstantinREF)
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EndFunction
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Function KillKonstantin()
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_00E_MC_KonstantinREF.GetActorBase().SetEssential(False)
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_00E_MC_KonstantinREF.Kill(PlayerREF)
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SetNPCAsCompanion(_00E_MC_JesparREF, False)
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SetStage(155)
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EndFunction
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Function RemoveCombatMusic()
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_00E_Music_Combat_Epic.Remove()
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EndFunction
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Function HouseSceneDisableControls()
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Game.DisablePlayerControls()
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EndFunction
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Function StartSC06()
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Game.EnablePlayerControls()
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MQ08_IntoTheDeep_GoToTrain.Stop()
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MQ08_IntoTheDeep_GoToTrain2.ForceStart()
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If !MQ08_IntoTheDeep_GoToTrain2.IsPlaying()
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MQ08_IntoTheDeep_GoToTrain2 = Game.GetForm(0x000E1A26) as Scene
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MQ08_IntoTheDeep_GoToTrain2.ForceStart()
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EndIf
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EndFunction
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Function StartSC06_Failsave()
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If !MQ08_IntoTheDeep_GoToTrain2.IsPlaying()
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MQ08_IntoTheDeep_GoToTrain2.ForceStart()
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EndIf
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EndFunction
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Function StartSC07()
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MQ08_IntoTheDeep_GoToTrain3.ForceStart()
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If !MQ08_IntoTheDeep_GoToTrain3.IsPlaying()
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MQ08_IntoTheDeep_GoToTrain3 = Game.GetForm(0x000E1A12) as Scene
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MQ08_IntoTheDeep_GoToTrain3.ForceStart()
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EndIf
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EndFunction
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Function CreatePlayerCopy()
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NewPlayer = MQ08PlayerCloneMarker.PlaceActorAtMe(Player)
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NewPlayer.RemoveAllItems()
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NewPlayerRef = NewPlayer as Actor
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NewPlayer.Kill(PlayerREF)
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NewPlayerRef.RemoveAllItems()
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NewPlayerRef.ApplyHavokImpulse(1.0, 0.5, 0.5, 350.0)
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NewPlayerRef.SetOutfit(PrisonerPantsOutfit)
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EndFunction
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Function PlayStartSound()
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_00E_MQ09a_RailwayStartM.Play(PlayerREF)
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EndFunction
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Function JesparMoveFailsave()
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_00E_MC_JesparREF.MoveTo(MQ09a_SC06_JesparFailsaveMarkerREF)
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EndFunction
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Function AnotherTrainFailsave()
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; Prevent the player from leaving the train, but makes Jespar
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; enter it.
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if _00E_MC_JesparREF.GetParentCell() != PlayerREF.GetParentCell()
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if MQ09a_SC06_JesparFailsaveMarkerREF == None
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MQ09a_SC06_JesparFailsaveMarkerREF = Game.GetForm(0x00153B4F) as ObjectReference
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endif
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_00E_MC_JesparREF.MoveTo(MQ09a_SC06_JesparFailsaveMarkerREF)
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endif
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MQ08TrainDoorRef.SetLockLevel(255)
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MQ08TrainDoorRef.Lock()
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KillTrainStationEnemies()
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EndFunction
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Function StartTrainScene()
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MQ08_IntoTheDeep_GoToTrain4.ForceStart()
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If !MQ08_IntoTheDeep_GoToTrain4.IsPlaying()
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MQ08_IntoTheDeep_GoToTrain4 = Game.GetForm(0x000EA944) as Scene
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MQ08_IntoTheDeep_GoToTrain4.ForceStart()
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EndIf
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MQ08TrainDoorRef.BlockActivation(True)
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MQ09StaticDoor.enable()
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; Give some time for MQ09StaticDoor to appear
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While MQ09StaticDoor.Is3DLoaded() == False
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; Wait...
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EndWhile
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MQ08TrainDoorRef.Disable()
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If MQ08DwemerSound ; Gavrant: don't know why, but MQ08DwemerSound is currently NONE in the properties
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MQ08DwemerSound.enable()
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EndIf
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iTrainSound = _00E_MQ09a_RailwayLPM.Play(PlayerREF)
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While !Done
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Game.ShakeCamera(PlayerREF, Utility.RandomFloat(0.05, 0.1), 3)
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Utility.Wait(3)
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if GetStage() >= 220
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Done = True
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EndIf
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EndWhile
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;Deleting the new player. Otherwise certain events in scripts attached to the ActorBase Player get triggered a second time (e.g. OnActorAction in _00E_Game_TalentControlSC)
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NewPlayer.Delete()
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EndFunction
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Function CheckTrainScene()
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; Failsave. Not sure if this works.
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If !MQ08_IntoTheDeep_GoToTrain4.IsPlaying()
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MQ08_IntoTheDeep_GoToTrain4 = Game.GetForm(0x000EA944) as Scene
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MQ08_IntoTheDeep_GoToTrain4.ForceStart()
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EndIf
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EndFunction
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Function RefreshCombatState()
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While _00E_MC_KonstantinREF.IsDead() == 0 || GetStage() >= 156
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_00E_MC_KonstantinREF.StartCombat(_00E_MC_JesparREF)
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Utility.Wait(4)
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EndWhile
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EndFunction
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Function RemoveSoundtrack()
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_00E_Music_Combat_Epic.Remove()
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EndFunction
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Function OpenGate()
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MQ09a_SC07_RailwayGateREF.TranslateTo(MQ09a_SC07_RailwayGateREF.GetPositionX(), MQ09a_SC07_RailwayGateREF.GetPositionY(), (MQ09a_SC07_RailwayGateREF.GetPositionZ() + 250), 0, 0, 0, 100.0)
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_00E_DRSElevatorM.Play(MQ09a_SC07_RailwayGateREF)
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EndFunction
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Function KillTrainStationEnemies()
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; Kill all skeleta in cell MQ08TempleUnderground. This is to avoid
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; Jespar running out of the train.
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int iIndex = _00E_MQ09a_TrainStationEnemies.GetSize()
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while iIndex > 0
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iIndex -= 1
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Actor akKillMe = _00E_MQ09a_TrainStationEnemies.getAt(iIndex) as Actor
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if !akKillMe.IsDead()
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akKillMe.kill()
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endif
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endwhile
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EndFunction
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Function FadeToBlack()
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FadeToBlackImod.Apply()
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Utility.Wait(2)
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FadeToBlackHoldImod.Apply()
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FadeToBlackImod.Remove()
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EndFunction
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Function PrepareOstianTalk()
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_00E_QuestFunctions.PlayerAIWalk()
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MQ09a_SC08_PlayerBenchMarker = Game.GetForm(0x00150B74) as ObjectReference
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PlayerREF.MoveTo(MQ09a_SC08_PlayerBenchMarker)
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EndFunction
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Function FadeBack()
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JesparNoCombatComments.SetValueInt(0)
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If MQ09a_SC08_JesparLoungeMarker == None
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MQ09a_SC08_JesparLoungeMarker = Game.GetForm(0x00150B73) as ObjectReference
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EndIf
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_00E_MC_JesparREF.MoveTo(MQ09a_SC08_JesparLoungeMarker)
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Utility.Wait(2)
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FadeToBlackBackImod.Apply()
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FadeToBlackHoldImod.Remove()
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EndFunction
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Function StopTrainSound()
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Sound.StopInstance(iTrainSound)
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EndFunction
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Function JesparResetCombatComments()
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JesparNoCombatComments.SetValueInt(0)
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EndFunction
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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_00E_QuestFunctions Property Levelsystem Auto
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bool Done = false;
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bool Property bAvoidedQuestion Auto Conditional Hidden
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int iTrainSound
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Actor NewPlayerRef
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Actor NewPlayer
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Potion Property _00E_Lehrbuch_Plus2Skillpoints Auto
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ActorBase Property Player Auto
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Actor Property _00E_MC_JesparREF Auto
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Actor Property _00E_MC_KonstantinREF Auto
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Actor Property PlayerREF Auto
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FormList Property _00E_MQ09a_TrainStationEnemies Auto
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ObjectReference Property MQ08PortMarker Auto
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ObjectReference Property MQ08PortKonstantinMarker Auto
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ObjectReference Property MQ08TombKonstantin Auto
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ObjectReference Property MQ08PlayerSpawnTomb Auto
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ObjectReference Property MQ08JesparSpawnTomb Auto
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ObjectReference Property MQ08PlayerCloneMarker Auto
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ObjectReference Property MQ08DwemerSound Auto
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ObjectReference Property MQ09a_SC07_RailwayGateREF Auto
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ObjectReference Property MQ09aDoorRathaus Auto
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ObjectReference Property MQ09a_SC08_JesparLoungeMarker Auto
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ObjectReference Property MQ09a_SC08_PlayerBenchMarker Auto
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ObjectReference Property MQ09a_SC06_JesparFailsaveMarkerREF Auto
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ObjectReference Property MQ08TrainDoorRef Auto
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ObjectReference Property MQ09StaticDoor Auto
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ObjectReference Property MQ09a_FollowStartBoxREF Auto
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ObjectReference Property MQ09a_JesparTemplePortMarkerREF Auto
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ObjectReference Property MQ08_KonstantinPortMarker02REF Auto
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GlobalVariable Property JesparNoCombatComments Auto
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Sound Property _00E_DRSElevatorM Auto
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Sound Property _00E_MQ09a_RailwayLPM Auto
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Sound Property _00E_MQ09a_RailwayStartM Auto
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Scene Property MQ08_IntoTheDeep_GoToTrain Auto
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Scene Property MQ08_IntoTheDeep_GoToTrain2 Auto
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Scene Property MQ08_IntoTheDeep_GoToTrain3 Auto
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Scene Property MQ08_IntoTheDeep_GoToTrain4 Auto
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Scene Property MQ08_IntoTheDeep_SceneTempleInside Auto
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Scene Property MQ08_IntoTheDeep_SceneTempleOutside Auto
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Outfit Property PrisonerPantsOutfit Auto
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MusicType Property _00E_Music_Special_Event_Dark Auto
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MusicType Property _00E_Music_Combat_Epic Auto
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MusicType Property _00E_SilenceTransitionHighPriority Auto
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MusicType Property _00E_Music_Special_Character_Jespar_Long Auto
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ImageSpaceModifier Property FadeToBlackImod Auto
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ImageSpaceModifier Property FadeToBlackHoldImod Auto
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ImageSpaceModifier Property FadeToBlackBackImod Auto |