enderalse/source/scripts/dragonactorscript.psc

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scriptname dragonActorSCRIPT extends actor
{Base Actor Script for all Dragons}
; _____________
;| |
;| SETUP |
;|_____________|
ImageSpaceModifier property dragonFOVfx auto
{FX played for various impacts in dragon combat}
float property deathFXrange = 1024.0 auto
{max range to play death FX on player}
quest property MQkillDragon auto
{used to invoke deathSequence() function in MQKillDragonScript.psc}
actor property player auto hidden
{For quick reference and clean-looking script}
float property FOVfalloff auto hidden
{choosing not to expose this and clutter the prop list in CS, since it won't be touched often}
sound property NPCDragonFlyby auto
{Sound played when dragon passes by a target}
explosion property knockBackExplosion auto
{explosion used to knock back enemies}
; NOTE - the dragon breed/skin settings are deprecated and have no effect.
armor property SnowDragonSkin auto
{deprecated - do not use}
armor property TundraDragonSkin auto
{deprecated - do not use}
armor property forestDragonSkin auto
{deprecated - do not use}
int property dragonBreed = 0 auto
{deprecated - do not use}
WIFunctionsScript Property WI Auto ;added by jduvall
{Pointer to WIFunctionsScript on WI quest. Used to create script event to get nearby NPCs to react to the death of the dragon}
ImpactDataSet Property FXDragonTakeoffImpactSet Auto
{Impact data set to use for the dragon takeoff}
ImpactDataSet Property FXDragonLandingImpactSet Auto
{Impact data set to use for the dragon landing}
ImpactDataSet Property FXDragonTailstompImpactSet Auto
{Impact data set to use for the tailstomp}
;*****ADDED FOR DLC2--------------
bool MiraakIntroductionHappened
bool MiraakAppeared
Location Property DLC2ApocryphaLocation Auto
WorldSpace Property DLC2ApocryphaWorld auto
;*****----------------------------
; _____________
;| |
;| EVENTS |
;|_____________|
EVENT onInit()
; just initialize any variables, etc.
player = game.getPlayer() ; store player reference
FOVfalloff = 1600 ; range at which impact doesn't play FOV
if deathFXrange == 0
deathFXrange = 1000
endif
if !isDead() && isGhost()
; redundancy check to prevent invincible, "ghosted" dragons from respawning.
setGhost(FALSE)
endif
gotoState("alive")
endEVENT
EVENT onReset()
; if we're resetting a previously-killed dragon, make sure it's not a ghost.
setGhost(FALSE)
endEVENT
EVENT onLoad()
; change markings based on breed of this dragon
; first, support random selection
; if dragonBreed == 4
; dragonBreed = utility.randomInt(0,3)
; endif
; then assign the markings, either way.
; if dragonBreed == 1
; equipItem(snowDragonSkin)
; elseif dragonBreed == 2
; equipItem(tundraDragonSkin)
; elseif dragonBreed == 3
; equipItem(forestDragonSkin)
; endif
; Block rewritten by USKP which fixes bug of respawned dragons not burning up or giving the player a soul
if !isDead()
if isGhost()
; redundancy check to prevent invincible, "ghosted" dragons from respawning.
setGhost(FALSE)
endif
; Block rewritten by tarlazo to fix a possible rare glitch as consequence of animation events registered for a dead dragon
registerForAnimationEvent(self, "DragonLandEffect")
registerForAnimationEvent(self, "DragonForcefulLandEffect")
registerForAnimationEvent(self, "DragonTakeoffEffect")
registerForAnimationEvent(self, "DragonBiteEffect")
registerForAnimationEvent(self, "DragonTailAttackEffect")
registerForAnimationEvent(self, "DragonLeftWingAttackEffect")
registerForAnimationEvent(self, "DragonRightWingAttackEffect")
registerForAnimationEvent(self, "DragonPassByEffect")
registerForAnimationEvent(self, "flightCrashLandStart") ; Considered temp for showing injury FX test
registerForAnimationEVENT(self, "DragonKnockbackEvent")
gotoState("alive")
endif
; registerForAnimationEvent(self, "DragonLandEffect")
; registerForAnimationEvent(self, "DragonForcefulLandEffect")
; registerForAnimationEvent(self, "DragonTakeoffEffect")
; registerForAnimationEvent(self, "DragonBiteEffect")
; registerForAnimationEvent(self, "DragonTailAttackEffect")
; registerForAnimationEvent(self, "DragonLeftWingAttackEffect")
; registerForAnimationEvent(self, "DragonRightWingAttackEffect")
; registerForAnimationEvent(self, "DragonPassByEffect")
; registerForAnimationEvent(self, "flightCrashLandStart") ; Considered temp for showing injury FX test
; registerForAnimationEVENT(self, "DragonKnockbackEvent")
endEVENT
Event OnLocationChange(Location akOldLoc, Location akNewLoc)
;USED TO GET DIALOGUE CONDITIONED ON DRAGON HAVING ATTACKED A TOWN -- only happens if he lands on the ground in a location - ie death, or to land to fight (not on a perch)
;see also DragonPerchScript
; debug.trace(self + "OnLocationChange() calling WI.RegisterDragonAttack(" +akNewLoc + ")")
;USKP 2.0.3 - So. Now it seems like you won't even call this out of here with a None? Ok.....
if( akNewLoc != None )
WI.RegisterDragonAttack(akNewLoc, self)
EndIf
if !isDead() && isGhost()
; redundancy check to prevent invincible, "ghosted" dragons from respawning.
setGhost(FALSE)
endif
EndEvent
STATE alive
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
if !isDead() && isGhost()
; redundancy check to prevent invincible, "ghosted" dragons from respawning.
setGhost(FALSE)
endif
if akTarget == Game.GetPlayer()
WI.updateWIDragonTimer() ;used to prevent dragons from appearing too frequently
endif
endEvent
EVENT onAnimationEvent(objectReference deliverator, string eventName)
; debug.trace("AnimEvent: " + eventName + " delivered by Dragon ("+self+") ")
if (eventName == "DragonLandEffect")
; ;debug.trace("Dragon AnimPayLoad: DragonLandEffect")
game.shakeCamera(self, 1)
game.shakeController(95, 95, 2)
KnockAreaEffect(1, getLength())
animateFOV() ; call the FOV function
PlayImpactEffect(FXDragonTakeoffImpactSet, "NPC Pelvis", 0, 0, -1, 512)
elseIf (eventName == "DragonForcefulLandEffect")
; ;debug.trace("Dragon AnimPayLoad: DragonForcefulLandEffect")
PlayImpactEffect(FXDragonLandingImpactSet, "NPC Pelvis", 0, 0, -1, 512)
KnockAreaEffect(1, 2*getLength())
;notification ("Dragon Forceful Land Effect")
elseIf (eventName == "DragonTakeoffEffect")
; debug.trace("Dragon AnimPayLoad: DragonTakeoffEffect")
PlayImpactEffect(FXDragonTakeoffImpactSet, "NPC Tail8", 0, 0, -1, 2048)
elseIf (eventName == "DragonBiteEffect")
;Removed spit effect on 6/1/10. Leaving logic in case we need to sub in other fx or sounds.
; ;debug.trace("Dragon ("+self+") AnimPayLoad: DragonBiteEffect")
;DragonBiteFX.Play(Self, 2)
;notification ("Dragon Bite Effect")
elseIf (eventName == "DragonTailAttackEffect")
; ;debug.trace(" Dragon AnimPayoload: DragonTailAttackEffect")
PlayImpactEffect(FXDragonTailstompImpactSet, "NPC Tail8", 0, 0, -1, 512)
;notification("Dragon Tail Attack Effect")
elseIf (eventName == "DragonLeftWingAttackEffect")
; ;debug.trace("Dragon AnimPayLoad: DragonLeftWingAttackEffect")
PlayImpactEffect(FXDragonTailstompImpactSet, "NPC LHand", 0, 0, -1, 512)
;notification ("Dragon Left Wing Attack Effect")
elseIf (eventName == "DragonRightWingAttackEffect")
; ;debug.trace("Dragon AnimPayLoad: DragonRightWingAttackEffect")
PlayImpactEffect(FXDragonTailstompImpactSet, "NPC RHand", 0, 0, -1, 512)
;notification ("Dragon Right Wing Attack Effect")
elseIf (eventName == "DragonPassByEffect")
NPCDragonFlyby.Play(self)
game.shakeCamera(self, 0.85)
game.shakeController(0.65, 0.65, 0.5)
;elseIf (eventName == "flightCrashLandStart")
;Removed by mark since leaking magic is a bust. May replace with leaking blood at some point as a second test.
; apply injury FX art when I crash land.
;FXinjuryLeaks.play(self, -1)
elseIf (eventName == "DragonKnockbackEvent")
; dragon needs to stagger everyone in radius a bit larger than my length
; ;debug.trace(self + " is knocking back actors within " + 1.5*getLength() + " of self @ " + self.x + ", " + self.y)
;self.placeAtMe(knockBackExplosion)
KnockAreaEffect(1, 1.5*getLength())
animateFOV(1.5*getLength())
endif
endEVENT
EVENT onDeath(actor killer)
;debug.trace("Remove mouth/injury FX art, begin death FX sequence for " + self)
;USKP 2.1.3 Bug #19214 - Dialogue in the quest has options that get skipped with this line below the gotoState call.
WI.startWIDragonKillQuest(self) ;used to create a scene if any NPCs are nearby when the dragon dies. See WIFunctionsScript attached to WI quest which creates a story manager script event, and WIDragonKilled quest which handles the scene.
gotoState("deadAndWaiting")
; removing update registration in favor of a while() in the STATE below
;registerForUpdate(1)
endEVENT
endSTATE
STATE deadAndWaiting
;-------------------CHANGED FOR DLC2---------------------------
EVENT onBeginState()
MQKillDragonScript MQKillDragonS = MQkillDragon as MQKillDragonScript
;If in Apocrypha, this is the boss fight so do not wait for distance
if DLC2ApocryphaLocation && DLC2ApocryphaWorld && (game.getPlayer().isInLocation(DLC2ApocryphaLocation) || game.getPlayer().getWorldSpace() == DLC2ApocryphaWorld)
gotoState("deadDisintegrated")
MQkillDragonS.deathSequence(self)
RegisterForSingleUpdateGameTime(0.5)
elseif MQKillDragonS.ShouldMiraakAppear(self) && MiraakAppeared == false
gotoState("deadDisintegrated")
; Debug.Trace(self + "MiraakAppears")
MiraakAppeared = true
MQkillDragonS.deathSequence(self, MiraakAppears = true)
RegisterForSingleUpdateGameTime(0.5)
else
;NORMAL BASE GAME BEHAVIOR
while getDistance(player) > deathFXrange
utility.wait(1.0)
endWhile
; debug.trace("player close enough to absorb" + self)
gotoState("deadDisintegrated")
MQkillDragonS.deathSequence(self)
RegisterForSingleUpdateGameTime(0.5)
endif
endEVENT
;--------------------------------------------------------------------------------------------
; EVENT onUpdate()
; if getDistance(player) < deathFXrange
; ; debug.trace("player close enough to absorb" + self)
; gotoState("deadDisintegrated")
; unRegisterforUpdate()
; (MQkillDragon as MQKillDragonScript).deathSequence(self)
; endif
;endEVENT
endSTATE
STATE deadDisintegrated
; nothing happens here - dead and just bones.
event OnUpdateGameTime()
cell myDragonCell = self.getparentcell()
if !myDragonCell.IsAttached()
NoStalking()
else
RegisterForSingleUpdateGameTime(0.5)
endIf
endEvent
endSTATE
; _____________
;| |
;| FUNCTIONS |
;|_____________|
function AnimateFOV(float fFOVfalloff = 1600.0)
; Function that animates FOV with an ismod. Declaring here in case needed frequently
float playerDist = player.getDistance(self) ; get and store the player's current distance from me
if playerDist < fFOVfalloff
float FOVpower = (1- (1/(fFOVfalloff/(playerDist)))) ; consider offset to compensate for collision size
if FOVpower > 1.0
FOVpower = 1.0 ; clamp to prevent wacky values
endif
; ;debug.trace("player is " + playerDist + " from landing dragon")
; ;debug.trace("dragon FOV fx power is" + FOVpower)
dragonFOVfx.apply(FOVpower) ;animated FOV effect. Strength based on distance from player
endif
endFunction
Bool function IsDurnehviir()
return self.GetActorBase() as form == game.GetFormFromFile(0x000030D8, "Dawnguard.esm")
endFunction
function NoStalking()
if self.IsDurnehviir()
return
else
self.DispelAllSpells()
self.SetCriticalStage(self.CritStage_DisintegrateEnd)
endIf
endFunction