generated from Jaysyn/ModuleTemplate
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Initial Commit
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40
_module/nss/bleeding_config.nss
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40
_module/nss/bleeding_config.nss
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// bleeding_config by Brian "spilth" Kelly
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// For Neverwinter Nights - Bleeding Tutorial
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// *** Configuration Variables - These are meant to be changed ***
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int iStabilizationChance = 0;
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// GUI Options When Disabled (0 HP)
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string sDisabledGUIMessage = "You've been disabled. You can either wait for another player to help or respawn if nobody else is around.";
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int bAllowRespawnWhenDisabled = TRUE;
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int bAllowWaitForHelpWhenDisabled = TRUE;
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// GUI Options When Stable (-1 to -9 and not bleeding)
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string sStableGUIMessage = "You've stabilized! You can either wait for another player to help or respawn if nobody else is around.";
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int bAllowRespawnWhenStable = TRUE;
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int bAllowWaitForHelpWhenStable = TRUE;
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// GUI Options When Dead (-10 or lower)
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string sDeathGUIMessage = "You've died! Here are your options...";
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int bAllowRespawnWhenDead = TRUE;
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int bAllowWaitForHelpWhenDead = TRUE;
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// *** Constants - DO NOT CHANGE THESE! ***
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int PC_HEALTH_ALIVE = 0; // HP > 0
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int PC_HEALTH_DISABLED = 1; // HP = 0
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int PC_HEALTH_DYING = 2; // -10 < HP < 0 & Bleeding
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int PC_HEALTH_STABLE = 3; // -10 < HP < 0 & Stabilized
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int PC_HEALTH_DEAD = 4; // HP <= -10
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// A tool to help us test
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void SetPCHitPoints(object oPC, int iTargetHitPoints) {
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if (GetIsPC(oPC)) {
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int iDamage = GetCurrentHitPoints(oPC) - iTargetHitPoints;
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effect eDamage = EffectDamage(iDamage, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_ENERGY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oPC);
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}
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}
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//void main(){}
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