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DialogueFollowerScript.psc
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549 lines (343 loc) · 10.7 KB
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;/
Mr. Black "mr.black.developer@gmail.com"
begin v1.0 2019.07.16
begin v1.1 2019.07.20
/;
ScriptName DialogueFollowerScript extends Quest conditional
Message property AnimalDismissMessage auto
Message property AnimalDeathMessage auto
Message property FollowerDismissMessage auto
Message property FollowerDismissMessageCompanions auto
Message property FollowerDismissMessageCompanionsFemale auto
Message property FollowerDismissMessageCompanionsMale auto
Message property FollowerDismissMessageWait auto
Message property FollowerDismissMessageWedding auto
Message property Follower01DismissMessage auto
Message property Follower02DismissMessage auto
Message property Follower03DismissMessage auto
Message property Follower04DismissMessage auto
Message property Follower05DismissMessage auto
Message property Follower06DismissMessage auto
Message property Follower07DismissMessage auto
Message property Follower08DismissMessage auto
Message property Follower01DeathMessage auto
Message property Follower02DeathMessage auto
Message property Follower03DeathMessage auto
Message property Follower04DeathMessage auto
Message property Follower05DeathMessage auto
Message property Follower06DeathMessage auto
Message property Follower07DeathMessage auto
Message property Follower08DeathMessage auto
SetHirelingRehire property HirelingRehireScript auto
Faction property CurrentHireling auto
Faction property DismissedFollowerFaction auto
ReferenceAlias property AnimalAlias auto
GlobalVariable property PlayerAnimalCount auto
ReferenceAlias[] property FollowerAlias auto
GlobalVariable property PlayerFollowerCount auto
GlobalVariable property PlayerFollowerMaxCount auto
EffectShader property EffectWait auto
EffectShader property EffectFollow auto
EffectShader property EffectSetFollower auto
EffectShader property EffectDismiss auto
Idle property AnimWait auto
Idle property AnimFollows auto ; "I dont understand why propery name AnimFollowers doesn't work"
Idle property AnimDismiss auto
Idle property AnimIdleStop auto
Idle property AnimIdleMagic auto
Idle property AnimCleanSword auto
Idle property AnimShieldCheer auto
Spell property PlayerHealingTrigger auto
Actor property petMudcrab auto
Actor property petSpider auto
Actor property petWolf auto
Actor property petHare auto
; Misc ----------------------------------------------------------------------------------------------------
int function GetFollowerSlot(Actor Follower)
int i = 0
while i < FollowerAlias.length
if FollowerAlias[i].GetActorRef() == Follower
return i
endif
i += 1
endwhile
endFunction
int function GetFreeSlot()
int i = 0
while i < FollowerAlias.length
if FollowerAlias[i].GetActorRef() == none
return i
endif
i += 1
endwhile
endFunction
function ResetFollowerCount()
int count = 0
int i = 0
while i < FollowerAlias.length
if FollowerAlias[i].GetActorRef() != none
count += 1
endif
i += 1
endwhile
PlayerFollowerCount.SetValue(count)
endFunction
function showDismissMessage(int i)
if i == 0
Follower01DismissMessage.Show()
elseif i == 1
Follower02DismissMessage.Show()
elseif i == 2
Follower03DismissMessage.Show()
elseif i == 3
Follower04DismissMessage.Show()
elseif i == 4
Follower05DismissMessage.Show()
elseif i == 5
Follower06DismissMessage.Show()
elseif i == 6
Follower07DismissMessage.Show()
elseif i == 7
Follower08DismissMessage.Show()
else
FollowerDismissMessage.Show()
endif
endFunction
function showDeathMessage(int i)
if i == 0
Follower01DeathMessage.Show()
elseif i == 1
Follower02DeathMessage.Show()
elseif i == 2
Follower03DeathMessage.Show()
elseif i == 3
Follower04DeathMessage.Show()
elseif i == 4
Follower05DeathMessage.Show()
elseif i == 5
Follower06DeathMessage.Show()
elseif i == 6
Follower07DeathMessage.Show()
elseif i == 7
Follower08DeathMessage.Show()
else
endif
endFunction
; Dialogue ----------------------------------------------------------------------------------------------------
function switchHealingTrigger(Actor Follower)
if Follower.HasSpell(PlayerHealingTrigger)
Follower.RemoveSpell(PlayerHealingTrigger)
else
Follower.AddSpell(PlayerHealingTrigger)
endif
endFunction
; Speaker ----------------------------------------------------------------------------------------------------
function SpeakerAnimWait(Actor Follower)
Follower.PlayIdle(AnimIdleStop)
if Follower.GetActorBase().GetSex() == 1
Follower.PlayIdle(AnimWait)
Utility.Wait(2)
endif
endFunction
function SpeakerAnimFollow(Actor Follower)
Follower.PlayIdle(AnimIdleStop)
; "if follower has shield in left hand"
if (Follower.GetEquippedItemType(0) == 10)
Follower.DrawWeapon()
Utility.Wait(2)
Follower.PlayIdle(AnimShieldCheer)
Utility.Wait(2)
Follower.SheatheWeapon()
; "if follower has sword in right hand"
elseif (Follower.GetEquippedItemType(1) == 1)
Follower.PlayIdle(AnimCleanSword)
else
if Follower.GetActorBase().GetSex() == 1
; "if female has magic spell in right hand"
if (Follower.GetEquippedItemType(1) == 9)
Follower.PlayIdle(AnimIdleMagic)
else
Follower.PlayIdle(AnimFollows)
endIf
endif
endif
Utility.Wait(2)
endFunction
function SpeakerDismiss(Actor Follower)
Follower.PlayIdle(AnimIdleStop)
Follower.PlayIdle(AnimDismiss)
DismissCurrentFollower(GetFollowerSlot(Follower), 0)
Utility.Wait(1)
endFunction
function SpeakerDismissGroup(Actor Follower)
Follower.PlayIdle(AnimIdleStop)
Follower.PlayIdle(AnimDismiss)
DismissGroup()
DismissAnimal()
Utility.Wait(1)
endFunction
function SpeakerWait(Actor Follower)
ResetFollowerCount()
CurrentFollowerWait(GetFollowerSlot(Follower))
endFunction
function SpeakerWaitGroup()
int i = 0
while i < FollowerAlias.length
if FollowerAlias[i].GetActorRef() != none
CurrentFollowerWait(i)
endif
i += 1
endwhile
AnimalWait()
endFunction
function SpeakerFollow(Actor Follower)
CurrentFollowerFollow(GetFollowerSlot(Follower))
endFunction
function SpeakerFollowGroup()
int i = 0
while i < FollowerAlias.length
if FollowerAlias[i].GetActorRef() != none
CurrentFollowerFollow(i)
endif
i += 1
endwhile
AnimalFollow()
endFunction
; Follower ----------------------------------------------------------------------------------------------------
function SetFollower(ObjectReference FollowerRef)
ResetFollowerCount()
Actor Follower = FollowerRef as Actor
Follower.RemoveFromFaction(DismissedFollowerFaction)
if Follower.GetRelationshipRank(Game.GetPlayer()) < 3 && Follower.GetRelationshipRank(Game.GetPlayer()) >= 0
Follower.SetRelationshipRank(Game.GetPlayer(), 3)
endIf
Follower.SetPlayerTeammate(true, true)
PlayerFollowerCount.SetValue(PlayerFollowerCount.GetValue() + 1)
FollowerAlias[GetFreeSlot()].ForceRefTo(Follower)
EffectSetFollower.Play(Follower, 3.0)
endFunction
function DismissCurrentFollower(int i, int reason)
Actor Follower = FollowerAlias[i].GetActorRef()
if reason == 1
FollowerDismissMessageWait.Show()
; Debug.Notification(Follower.GetActorBase().GetName())
elseif reason == 2
showDeathMessage(i)
else
showDismissMessage(i)
endIf
Follower.StopCombatAlarm()
Follower.AddToFaction(DismissedFollowerFaction)
Follower.SetPlayerTeammate(false, true)
Follower.RemoveFromFaction(CurrentHireling)
Follower.SetAV("WaitingForPlayer", 0)
HirelingRehireScript.DismissHireling(Follower.GetActorBase())
FollowerAlias[i].Clear()
ResetFollowerCount()
EffectDismiss.Play(Follower, 3.0)
Follower.EvaluatePackage()
; SetObjectiveDisplayed(i * 10, false, false)
endFunction
function DismissGroup()
int i = 0
while i < FollowerAlias.length
if FollowerAlias[i].GetActorRef() != none
DismissCurrentFollower(i, 0)
endif
i += 1
endwhile
Utility.Wait(2)
endFunction
function DismissCurrentFollowerRef(Actor Follower, int reason)
DismissCurrentFollower(GetFollowerSlot(Follower), reason)
endFunction
function CurrentFollowerWait(int i)
Actor Follower = FollowerAlias[i].GetActorRef()
EffectWait.Play(Follower, 3.0)
Follower.SetAV("WaitingForPlayer", 1)
FollowerAlias[i].RegisterForUpdateGameTime(72)
; SetObjectiveDisplayed(i * 10, true, true)
endFunction
function CurrentFollowerWaitRef(Actor Follower)
CurrentFollowerWait(GetFollowerSlot(Follower))
endFunction
function CurrentFollowerFollow(int i)
Actor Follower = FollowerAlias[i].GetActorRef()
EffectFollow.Play(Follower, 3.0)
Follower.SetAV("WaitingForPlayer", 0)
; SetObjectiveDisplayed(i * 10, false, false)
endFunction
; just in case ------------------------------------------------------------------------------------------------
function DismissFollower(int iMessage, int iSayLine)
if iMessage == 1
FollowerDismissMessageWedding.Show()
elseif iMessage == 2
FollowerDismissMessageCompanions.Show()
elseif iMessage == 3
FollowerDismissMessageCompanionsMale.Show()
elseif iMessage == 4
FollowerDismissMessageCompanionsFemale.Show()
elseif iMessage == 5
FollowerDismissMessageWait.Show()
endIf
DismissGroup()
endFunction
; Animal ----------------------------------------------------------------------------------------------------
function SetAnimal(ObjectReference AnimalRef)
Actor Animal = AnimalRef as Actor
Animal.SetAV("Lockpicking", 0)
Animal.SetRelationshipRank(Game.GetPlayer(), 3)
Animal.SetPlayerTeammate(true, false)
AnimalAlias.ForceRefTo(Animal)
PlayerAnimalCount.SetValue(1)
endFunction
function AnimalWait()
Actor Animal = AnimalAlias.GetActorRef()
Animal.SetAV("WaitingForPlayer", 1)
EffectWait.Play(Animal, 3.0)
AnimalAlias.RegisterForUpdateGameTime(72)
endFunction
function AnimalFollow()
Actor Animal = AnimalAlias.GetActorRef()
Animal.SetAV("WaitingForPlayer", 0)
EffectFollow.Play(Animal, 3.0)
; SetObjectiveDisplayed(20, false, false)
endFunction
function SummonAnimal(int Character)
Actor Player = Game.GetPlayer()
Actor CharacterRef
; "behind player"
float x = 250.0 * -Math.Sin(Player.GetAngleZ())
float y = 250.0 * -Math.Cos(Player.GetAngleZ())
if Character == 0
CharacterRef = petMudcrab
elseif Character == 1
CharacterRef = petSpider
elseif Character == 2
CharacterRef = petWolf
elseif Character == 3
CharacterRef = petHare
endif
CharacterRef.MoveTo(Player, x, y)
CharacterRef.EnableNoWait()
; CharacterRef.AllowPCDialogue(true) ; "Okay, how about doors?"
setAnimal(CharacterRef)
endFunction
function DismissAnimal()
Actor Animal = AnimalAlias.GetActorRef()
if Animal == none
return
endif
if Animal.IsDead()
AnimalDeathMessage.Show()
else
AnimalDismissMessage.Show()
endif
Animal.SetActorValue("Variable04", 0)
Animal.SetAV("WaitingForPlayer", 0)
AnimalAlias.Clear()
PlayerAnimalCount.SetValue(0)
if Animal == petMudcrab || Animal == petSpider || Animal == petWolf || Animal == petHare
Animal.DisableNoWait() ; Animal.Delete()
endif
endFunction