enderalse/scripts/source/_00e_horseflute_sc.psc

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Scriptname _00E_HorseFlute_SC extends ReferenceAlias
;=====================================================================================
; EVENTS
;=====================================================================================
; this event registers for the key as soon as the player receives the horseflute in any way
; due to being a questobject, it can't be dropped or lost by the player, it also stays in the menu when marked as a favorite
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
If akNewContainer == PlayerREF
RegisterForKey(iMountHotkey)
EndIf
EndEvent
; If gets used from the inventory instead of the hotkey, it gets equipped in an otherwise unused equipment slot,
; therefore it doesn't interfere with the other gear
Event OnEquipped(Actor akActor)
PlayerREF.UnequipItemSlot(60)
; forces the inventory menu to close
Game.DisablePlayerControls()
Game.EnablePlayerControls()
; check if the player is already on a mount and if so in the worldspace Vyn (= not in interior or anywhere else quest related)
If PlayerRef.IsOnMount() == False
IsTeleportAllowed()
EndIf
EndEvent
Event OnKeyDown(Int KeyCode)
; this does basically the same as above, however we need an extensive check when the player is acutally allowed to use the hotkey
; checks if the keycode is the code for which we registere, the keycode is changed in _00E_ConfigMenu
; further checks are if the player is certain menus or currently typing in a search bar, Utility.IsInMenuMode() does not catch the dialogue menu, hence it needs to be checked as well.
; also the player shouldn't be dead
If KeyCode == iMountHotkey && Utility.IsInMenuMode() == False && UI.IsTextInputEnabled() == False && PlayerRef.IsOnMount() == False && Game.IsFightingControlsEnabled() == true && UI.IsMenuOpen("Dialogue Menu") == False && !PlayerREF.IsDead()
IsTeleportAllowed()
EndIf
EndEvent
;=====================================================================================
; FUNCTIONS
;=====================================================================================
Function IsTeleportAllowed()
If PlayerREF.GetWorldSpace() == Vyn
PrepareTeleport()
Else
MAGFail.Play(PlayerREF)
_00E_Horseflute_sMountOnlyInExterior.Show()
EndIf
EndFunction
Function PrepareTeleport()
; if the player only has one mount, summon it immediately
; if the player has multiple mounts, show as prompt on which one to summon
; this also contains a failsafe regarding the name of the mounts, otherwise the names do not persist in consecutive saves
If _00E_MountGlobal.GetValueInt() == 1
If _00E_MuleOwned.GetValueInt() == 1
TeleportMount(PlayerEsel)
PlayerEsel.SetName(NQ06_Freda.sMuleName)
ElseIf _00E_HorseOwned.GetValueInt() == 1
TeleportMount(PlayerHorse)
PlayerHorse.SetName(NQ06_Freda.sHorseName)
ElseIf _00E_FathersShadowOwned.GetValueInt() == 1
TeleportMount(FS_NQR05_FatherShadowREF)
FS_NQR05_FatherShadowREF.SetName(NQ06_Freda.sFathersShadowName)
EndIf
ElseIf _00E_MountGlobal.GetValueInt() > 1
iButton = SelectionMenu.show()
If iButton == 0
TeleportMount(PlayerEsel)
PlayerEsel.SetName(NQ06_Freda.sMuleName)
ElseIf iButton == 1
TeleportMount(PlayerHorse)
PlayerHorse.SetName(NQ06_Freda.sHorseName)
ElseIf iButton == 2
TeleportMount(FS_NQR05_FatherShadowREF)
FS_NQR05_FatherShadowREF.SetName(NQ06_Freda.sFathersShadowName)
ElseIf iButton == 3
NQ06_Freda.RenameMount(true)
EndIf
EndIf
EndFunction
Function TeleportMount(Actor MountRef, float minDistance = 250.0, float maxDistance = 500.0)
; the mount is now teleported to the player
; However, it's not only placed directly on the player but "immersively" next to the player but outside of the FOV
float playerAngle = playerRef.GetAngleZ()
float arcStart = playerAngle + 180 - (90 / 2)
float angleStart = Utility.RandomFloat(arcStart, arcStart + 90)
float moveDistance = Utility.RandomFloat(minDistance, maxDistance)
float horseX = moveDistance * Math.Sin(angleStart)
float horseY = moveDistance * Math.Cos(angleStart)
MountRef.Disable(abFadeOut = false)
MountRef.MoveTo(playerRef, horseX, horseY, 0)
MountRef.Enable(abFadeIn = false)
_00E_HorseFlute_SoundM.Play(PlayerREF)
_00E_HorseFlute_sMountPorted.Show()
EndFunction
Function SetMountTeleportKey(int iKeyCode)
; changes the registered key, gets called from _00E_ConfigMenu
UnregisterForKey(iMountHotkey)
iMountHotkey = iKeyCode
RegisterForKey(iMountHotkey)
EndFunction
;=====================================================================================
; PROPERTIES
;=====================================================================================
Int iButton
Int Property iMountHotkey = 38 Auto Hidden ; defaults to the key L
GlobalVariable Property _00E_MountGlobal Auto
GlobalVariable Property _00E_HorseOwned Auto
GlobalVariable Property _00E_MuleOwned Auto
GlobalVariable Property _00E_FathersShadowOwned Auto
Message Property _00E_Horseflute_sMountOnlyInExterior Auto
Message Property _00E_Horseflute_sMountPorted Auto
Message Property SelectionMenu Auto
_00E_NQ06_Functions Property NQ06_Freda Auto
Sound Property _00E_HorseFlute_SoundM Auto
Sound Property MAGFail Auto
Actor Property PlayerHorse Auto
Actor Property PlayerEsel Auto
Actor Property FS_NQR05_FatherShadowREF Auto
Actor Property PlayerREF Auto
Faction Property PlayerFaction Auto
Worldspace Property Vyn Auto