void main() { object oPlayer = GetLastPlayerDying(); if (!GetIsObjectValid(oPlayer)) return; int iCurrentHP = GetCurrentHitPoints(oPlayer); if (iCurrentHP > 0) // not dying - why are we here? return; if (iCurrentHP <= -10) // already dead { effect eDeath = EffectDeath(FALSE, FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oPlayer); return; } SetLocalInt(oPlayer, "BLEED_STATUS", 2); // status bleeding AssignCommand(oPlayer, ClearAllActions()); SetLocalInt(oPlayer, "LAST_HP", iCurrentHP); effect ePara = EffectParalyze(); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePara, oPlayer, 6.0); DelayCommand(6.0, ExecuteScript("js_util_bleed", oPlayer)); }