225 lines
6.3 KiB
Plaintext
225 lines
6.3 KiB
Plaintext
Scriptname WispActorScript extends ActiveMagicEffect
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{Abilities and FX for Wisp/Glimmerwitch}
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;======================================================================================;
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; IMPORTS /
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;=============/
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import utility
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import form
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import debug
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;======================================================================================;
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; PROPERTIES /
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;=============/
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keyword property wispChild01 auto
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keyword property wispChild02 auto
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keyword property wispChild03 auto
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spell property Phase1ConcSpell auto
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{A long range concentration spell for phase #1}
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spell property Phase2ConcSpell auto
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{Shorter range spell for phase #2}
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actorBase property encWispShade auto
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VisualEffect Property WispFXAttachEffect Auto
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explosion property ExplosionIllusionLight01 auto
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Activator property AshPileObject auto
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{The object we use as a pile.}
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float property PhaseThreeHPPercent auto
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{At what % of HP should I spawn my dopplegangers?. DEFAULT: 0.2}
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;======================================================================================;
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; VARIABLES /
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;=============/
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;USKP 2.0.4 - All of these are Actors, so let's just dispense with all the type casting that's going on down below.
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Actor selfRef
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; let's refer to the witchlights as "orbs" to avoid confusion.
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Actor orb01
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Actor orb02
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Actor orb03
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Actor Shade01
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Actor Shade02
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;track number of living orb babies
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int liveLights = 3
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; have my FX been attached?
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bool bFX = FALSE
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;======================================================================================;
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; EVENTS /
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;=============/
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EVENT onLoad()
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;trace("Wisp: Has Loaded 3D ("+selfRef+")")
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EVPall()
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endEVENT
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EVENT OnEffectStart(Actor Target, Actor Caster)
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;trace("AbWisp Effect Start on: "+SelfRef+"")
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selfRef = caster
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;USKP 2.0.1 - Stop this from attaching to the player.
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if selfRef == Game.GetPlayer()
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Dispel()
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Return
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EndIf
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if selfref.getLinkedRef() == NONE
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; only attack FX at this point if I am not in an ambush link
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if (WispFXAttachEffect != NONE)
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WispFXAttachEffect.Play(selfRef, -1)
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bFX = TRUE
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Endif
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endif
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;USKP 2.0.4 - These should be cast as Actors
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orb01 = selfRef.getLinkedRef(WispChild01) as Actor
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orb02 = selfRef.getLinkedRef(WispChild02) as Actor
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orb03 = selfRef.getLinkedRef(WispChild03) as Actor
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EVPall()
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if phaseThreeHPpercent > 1.0
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; if we passed a high value, the user probably meant a whole number percentage like 30%
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phaseThreeHPpercent = phaseThreeHPpercent/100
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endif
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ENDEVENT
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EVENT onGetup(ObjectReference akFurniture)
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;USKP 2.0.1 - Stop this from attaching to the player.
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if( selfRef == Game.GetPlayer() )
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Return
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EndIf
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if akFurniture == selfRef.getLinkedRef() && bFX == FALSE
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; if I was in a furniture ambush, then add my FX when I leave it
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WispFXAttachEffect.Play(selfRef, -1)
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bFX = TRUE
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endif
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endEVENT
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Event OnCombatStateChanged(Actor victim, int aeCombatState)
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if aeCombatState != 0 ; 0 means not in combat, so non-zero means we entered combat
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; debug.trace("Wisp began combat with "+victim+" ("+self+")")
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if aeCombatState == 1
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;USKP 2.0.6 - Dead actors throw errors when asked to start combat.
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If orb01 && orb01.IsDead() == False
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orb01.startCombat(victim)
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Endif
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If orb02 && orb02.IsDead() == False
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orb02.startCombat(victim)
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Endif
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If orb03 && orb03.IsDead() == False
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orb03.startCombat(victim)
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Endif
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; Start listening for critically low HP
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registerforSingleupdate(1.0)
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endif
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endif
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endEVENT
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EVENT onActivate(objectReference actronaut)
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; debug.trace("Wisp Activated")
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if actronaut == orb01 || actronaut == orb02 || actronaut == orb03
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utility.wait(0.1)
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; debug.trace("Actronaut was one of my orbs")
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liveLights -= 1
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; debug.trace("Livelights = "+livelights)
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if liveLights <= 0
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; debug.trace("All child lights dead for "+selfref)
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;Variable07 sets up the berserk package/combat style
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selfRef.setActorValue("Variable07",1)
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;also "eliminate" her ability to cast spells - take all her magicka away.
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;trace("WISPS: move to combat phase 2")
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; Take away her magicka (she'll regen) and shuffle her spell set
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selfRef.damageActorValue("Magicka", -(selfRef.getActorValue("Magicka")))
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selfRef.removeSpell(Phase1ConcSpell)
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selfRef.addSpell(Phase2ConcSpell)
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endif
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endif
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endEVENT
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EVENT onUpdate()
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; Check HP for Phase 3 Combat - Last ditch doppleganger attack!
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if selfRef.getActorValuePercentage("health") > phaseThreeHPpercent
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; HP still high, so hold off.
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;utility.wait(0.5)
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RegisterforSingleUpdate(0.5)
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else
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; create my dopplegangers and unregister for update
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If EncWispShade
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Shade01 = selfRef.placeAtMe(EncWispShade) as Actor
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Shade02 = selfRef.placeAtMe(EncWispShade) as Actor
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EndIf
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;/ selfRef.setActorValue("Variable07",1)
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selfRef.damageActorValue("Magicka", -(selfRef.getActorValue("Magicka")))
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selfRef.SetActorValue("Magicka", 0.0)
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Debug.Notification("Set variables!") /;
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; Dump the orbs.
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If (orb01 != NONE)
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orb01.kill()
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Endif
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If (Orb02 != NONE)
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orb02.kill()
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Endif
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If (Orb03 != NONE)
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orb03.kill()
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Endif
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; restore her longer-range spell
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If orb01 || orb02 || orb03
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selfRef.addSpell(Phase1ConcSpell)
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EndIf
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endif
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endEVENT
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EVENT OnDying(Actor akKiller)
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; Effects automatically finish onDeath so use this EVENT hook instead
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;trace("Actor has died: "+selfref)
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selfRef.SetCriticalStage(selfRef.CritStage_DisintegrateStart)
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WispFXAttachEffect.Stop(selfRef)
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utility.wait(0.90)
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selfRef.placeatme(ExplosionIllusionLight01)
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selfRef.AttachAshPile(AshPileObject)
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; pause a second before killing inheritors - I've seen massive damage skip over this
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utility.wait(0.5)
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If (orb01 != NONE)
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orb01.kill()
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Endif
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If (Orb02 != NONE)
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orb02.kill()
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Endif
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If (Orb03 != NONE)
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orb03.kill()
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Endif
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If (Shade01 != NONE)
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Shade01.kill()
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Endif
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If (Shade02 != NONE)
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Shade02.kill()
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Endif
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selfRef.SetCriticalStage(selfRef.CritStage_DisintegrateEnd)
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ENDEVENT
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FUNCTION EVPall()
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;trace("Sending EVP to self and witchlight children ("+selfRef+")")
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;trace("Witchlights are the Following:")
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;trace("--------------------------------")
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;trace(orb01)
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;trace(orb02)
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;trace(orb03)
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;trace("--------------------------------")
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If (orb01 != NONE)
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orb01.evaluatePackage()
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Endif
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If (Orb02 != NONE)
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orb02.evaluatePackage()
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Endif
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If (Orb03 != NONE)
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orb03.evaluatePackage()
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Endif
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endFUNCTION
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