45 lines
1.3 KiB
Plaintext
45 lines
1.3 KiB
Plaintext
void dyingeffect(int AmmountToBleed)
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{
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object oPlayerDying = GetLastPlayerDying();
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int CurrentHPs = GetCurrentHitPoints(oPlayerDying);
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int toggle = 0;
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object Death = GetItemPossessedBy(oPlayerDying, "death");
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if(CurrentHPs > 0)
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{
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toggle = 1;
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SetLocalInt(oPlayerDying, "dying", 0);
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if(Death != OBJECT_INVALID)
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{
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DestroyObject(Death);
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}
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}
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if(CurrentHPs <= 0)
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{
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toggle = 1;
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effect KillPlayer = EffectDeath();
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ApplyEffectToObject(DURATION_TYPE_INSTANT, KillPlayer, oPlayerDying);
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}
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/*if(CurrentHPs <= 0)
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{
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effect Blood = EffectVisualEffect(VFX_COM_BLOOD_REG_RED);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, Blood, oPlayerDying);
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effect Dmg = EffectDamage( AmmountToBleed, DAMAGE_TYPE_DIVINE, DAMAGE_POWER_ENERGY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, Dmg, oPlayerDying);
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}
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*/
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if(toggle != 1)
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{
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DelayCommand(6.0, dyingeffect(1));
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}
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}
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void main(){
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object DyingPerson = GetLastPlayerDying();
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object DeathItem = GetItemPossessedBy(DyingPerson, "death");
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if(DeathItem == OBJECT_INVALID){
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CreateItemOnObject("death", DyingPerson);}
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SetLocalInt(DyingPerson, "dying", 1);
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DelayCommand(6.0, dyingeffect(1));
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}
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