37 lines
928 B
Plaintext
37 lines
928 B
Plaintext
Scriptname _00E_WishingWell_FailsaveSC extends ObjectReference
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; Script on the wishing wells. This is not just a failsave (despite
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; the name of the script).
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Event OnInit()
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Debug.SetGodMode(False)
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Self.BlockActivation(True)
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EndEvent
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Event OnActivate(ObjectReference akActionRef)
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if WishWellState.GetValue() == 2
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; This means that the player has already collected the reward
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; from this well.
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return
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endif
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; Due to the difficulties of interrupting dialogue with a talking
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; activator, we don't want the player to be able to talk with the
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; well when the player is in combat.
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if PlayerREF.IsInCombat()
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_00E_WishingWell_InteractWhileInCombat.Show()
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Else
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Self.Activate(PlayerREF, True)
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EndIf
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EndEvent
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Message Property _00E_WishingWell_InteractWhileInCombat Auto
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Actor Property PlayerREF Auto
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GlobalVariable Property WishWellState Auto
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