190 lines
5.7 KiB
Plaintext
190 lines
5.7 KiB
Plaintext
Scriptname _00E_Game_TalentControlSC extends Actor
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{Controls animation behaviour for all talents}
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;=====================================================================================
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; FUNCTIONS
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;=====================================================================================
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Function RegisterForActions()
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RegisterForActorAction(3)
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RegisterForActorAction(4)
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EndFunction
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Function UnregisterForActions()
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UnregisterForActorAction(3)
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UnregisterForActorAction(4)
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EndFunction
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; Called by the magic effect (_00E_Game_TalentCooldownSC)
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Function RegisterCooldownMagicEffect(_00E_Game_TalentCooldownSC newCooldownMagicEffect)
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CooldownMagicEffect = newCooldownMagicEffect
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EndFunction
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Function RefreshCooldownSpell()
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; The order of operation below is probably the most race-condition-safe one (see the comment in OnUpdate)
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RegisterForSingleUpdate(2)
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RemoveSpell(_00E_Game_AbTalentCooldown)
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_00E_Game_TalentControl_CooldownResetDesired.SetValue(1)
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CooldownMagicEffect = None
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EndFunction
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Function SetTalentRecoveryTime(Shout talent, Float newRecoveryTime)
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If CooldownMagicEffect
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CooldownMagicEffect.SetShoutRecoveryTime(talent, newRecoveryTime)
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Else
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SetVoiceRecoveryTime(newRecoveryTime)
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EndIf
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EndFunction
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;=====================================================================================
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; EVENTS
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;=====================================================================================
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Event OnInit()
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If self == PlayerREF
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GoToState("RealPlayer")
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RegisterForActions()
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EndIf
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EndEvent
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Event OnPlayerLoadGame()
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If self == PlayerREF ; A check just in case. Most likely this condition is always True
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If GetState() != "RealPlayer" ; Post-1.2.5.0 version update
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GoToState("RealPlayer")
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; In the previous version the player could end with a permament QuietCasting perk by mistake.
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If HasPerk(QuietCasting)
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RemovePerk(QuietCasting)
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Debug.Trace(self + ": Removed QuietCasting perk on version update")
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EndIf
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RefreshCooldownSpell()
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EndIf
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RegisterForActions()
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Bool bFS = (Game.GetModByName("Enderal - Forgotten Stories.esm") != 255)
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Bool bSkyUI = (Game.GetModByName("SkyUI_SE.esp") != 255)
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If bFS == False && bSkyUI == False
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Debug.MessageBox("Enderal - Forgotten Stories.esm and SkyUI_SE.esp are not loaded! Open Data Files and enable them. If the game was started without them, you should start a new game.")
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Game.QuitToMainMenu()
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Return
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ElseIf bFS == False
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Debug.MessageBox("Enderal - Forgotten Stories.esm is not loaded! Open Data Files and enable it. If the game was started without it, you should start a new game.")
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Game.QuitToMainMenu()
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Return
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ElseIf bSkyUI == False
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Debug.MessageBox("SkyUI_SE.esp is not loaded! Open Data Files and enable it.")
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EndIf
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; SE: Workaround for broken physics in saves, made on a mount
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If PlayerREF.IsOnMount()
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PlayerREF.Dismount()
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EndIf
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EndIf
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EndEvent
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State RealPlayer
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Event OnUpdate()
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; This OnUpdate is triggered by RegisterForUpdates in other scripts attached to the player, e.g. in _00E_EPUpdateFunctions.
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; So we must be cautious here.
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If (CooldownMagicEffect == None && _00E_Game_TalentControl_CooldownResetDesired.GetValue() != 0)
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_00E_Game_TalentControl_CooldownResetDesired.SetValue(0)
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AddSpell(_00E_Game_AbTalentCooldown, False)
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EndIf
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EndEvent
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Event OnCellLoad()
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RegisterForActions()
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EndEvent
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Event OnActorAction(int actionType, Actor akActor, Form source, int slot)
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Shout shoutUsed = source as Shout
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if(!shoutUsed)
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return
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EndIf
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If actionType == 3
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LastShoutUsed = shoutUsed
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EndIf
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If shoutUsed == _00E_A1_Onslaught
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If ActionType == 4
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_00E_A1_OnslaughtCloakSP.Cast(self, self)
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;How was this suppsosed to work?
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;ElseIf ActionType == 3
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; _00E_A1_Tutorial_Onslaught.ShowAsHelpMessage("Onslaught", 5, 1, 1)
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EndIf
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EndIf
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If actionType == 3 && _00E_Game_SilentShouts.HasForm(shoutUsed)
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QuietCastCounter += 1
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Int curQuietCastCounter = QuietCastCounter
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AddPerk(QuietCasting)
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; The real RemovePerk(QuietCasting) should happen in OnSpellCast.
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; But in case it won't for any reason, we'll wait for fShoutTime2 setting + extra padding, and force it.
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Float waitTime = Game.GetGameSettingFloat("fShoutTime2") + 1.5
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Utility.Wait(waitTime)
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If QuietCastCounter == curQuietCastCounter
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RemovePerk(QuietCasting)
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EndIf
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EndIf
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EndEvent
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Event OnSpellCast(Form maybeSpell)
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If(!LastShoutUsed)
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return
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EndIf
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Spell castSpell = maybeSpell as Spell
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If castSpell
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If (castSpell == LastShoutUsed.GetNthSpell(0) || castSpell == LastShoutUsed.GetNthSpell(1) || castSpell == LastShoutUsed.GetNthSpell(2))
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LastShoutUsed = None
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CooldownMagicEffect.OnShoutCast()
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RemovePerk(QuietCasting)
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EndIf
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EndIf
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EndEvent
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EndState
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Event OnActorAction(int actionType, Actor akActor, Form source, int slot)
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; If we get here, most likely it's not the real player, it's a copy.
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; So clear its pre-1.2.5.0 action registrations to not waste resources on this ever again.
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If self != PlayerREF
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UnregisterForActions()
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EndIf
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EndEvent
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;=====================================================================================
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; PROPERTIES
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;=====================================================================================
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Formlist Property _00E_Game_SilentShouts Auto
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Actor Property PlayerREF Auto
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;Message Property _00E_A1_Tutorial_Onslaught Auto
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Spell Property _00E_A1_OnslaughtCloakSP Auto
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Spell Property _00E_Game_AbTalentCooldown Auto
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GlobalVariable Property _00E_Game_TalentControl_CooldownResetDesired Auto
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Perk Property QuietCasting Auto
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Shout Property _00E_A1_Onslaught Auto
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_00E_Game_TalentCooldownSC CooldownMagicEffect = None
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Shout LastShoutUsed = None
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Int QuietCastCounter = 0
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