142 lines
5.7 KiB
Plaintext
142 lines
5.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Dying Script
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//:: 69_o0_dying.nss
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//:://////////////////////////////////////////////
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/*
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This script handles the default behavior
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that occurs when a character is dying. Dying
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is when the character is between 0 and -9 hit
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points; -10 and below is death. To use, redirect
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the OnDying event script of the module to this script.
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*/
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//:://////////////////////////////////////////////
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//:: Author : 69MEH69 AUG2003
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//:://////////////////////////////////////////////
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#include "69_inc_henai"
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void SetHP(string sID, object oPlayer)
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{
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SetLocalInt(GetModule(),"LastHP"+sID,GetCurrentHitPoints(oPlayer));
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}
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void bleed(int iBleedAmt)
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{
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effect eBleedEff;
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// HCR Stuff
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object oPlayer=OBJECT_SELF;
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string sPlayer = GetName(oPlayer);
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int iCHP=GetCurrentHitPoints(oPlayer);
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string sName=GetName(oPlayer);
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string sCDK=GetPCPublicCDKey(oPlayer);
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string sID=sName+sCDK;
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int iLHP=GetLocalInt(GetModule(),"LastHP"+sID);
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/* keep executing recursively until character is dead or at +1 hit points */
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if (GetCurrentHitPoints() <= 0) {
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/* a positive bleeding amount means damage, otherwise heal the character */
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if (iBleedAmt > 0)
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{
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eBleedEff = EffectDamage(iBleedAmt);
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}
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else
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{
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eBleedEff = EffectHeal(-iBleedAmt); /* note the negative sign */
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eBleedEff, OBJECT_SELF);
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/* -10 hit points is the death threshold, at or beyond it the character dies */
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if (GetCurrentHitPoints() <= -10) {
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PlayVoiceChat(VOICE_CHAT_DEATH); /* scream one last time */
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DEATH), OBJECT_SELF); /* make death dramatic */
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF); /* now kill them */
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return;
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}
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if (iBleedAmt > 0) { /* only check if character has not stablized */
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if ((d10(1) == 1) || (iCHP > iLHP))/* 10% chance to stablize */
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{
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iBleedAmt = -iBleedAmt; /* reverse the bleeding process */
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FloatingTextStringOnCreature("Your wounds have stabilized!", OBJECT_SELF);
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PlayVoiceChat(VOICE_CHAT_LAUGH); /* laugh at death -- this time */
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}
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else
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{
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//Henchman Cleric Code
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if(GetCurrentHitPoints() <= -3)
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{
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object oHealer = GetHenchman(oPlayer);
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int nSpeak;
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string sName;
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talent tHeal = TalentSkill(SKILL_HEAL);
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while(oHealer != OBJECT_INVALID)
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{
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sName = GetName(oHealer);
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if(GetClassByPosition(1, oHealer) == CLASS_TYPE_CLERIC || GetClassByPosition(2, oHealer) == CLASS_TYPE_CLERIC || GetClassByPosition(3, oHealer) == CLASS_TYPE_CLERIC ||
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GetClassByPosition(1, oHealer) == CLASS_TYPE_DRUID || GetClassByPosition(2, oHealer) == CLASS_TYPE_DRUID || GetClassByPosition(3, oHealer) == CLASS_TYPE_DRUID ||
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GetClassByPosition(1, oHealer) == CLASS_TYPE_PALADIN || GetClassByPosition(2, oHealer) == CLASS_TYPE_PALADIN || GetClassByPosition(3, oHealer) == CLASS_TYPE_PALADIN)
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{
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if(GetIsTalentValid(tHeal))
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{
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AssignCommand(oHealer, ClearAllActions());
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tHeal = GetCreatureTalentBest(TALENT_CATEGORY_BENEFICIAL_HEALING_TOUCH, 20, oHealer);
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SendMessageToPC(oPlayer, sName+ " is casting healing onto " +sPlayer);
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AssignCommand(oHealer, ActionUseTalentOnObject(tHeal, oPlayer));
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//AssignCommand(oHealer, ActionCastSpellAtObject(SPELL_CURE_MODERATE_WOUNDS, oPlayer, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, FALSE));
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}
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else
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{
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AssignCommand(oHealer, ActionSpeakString("I'm out of healing spells!", TALKVOLUME_TALK));
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DelayCommand(2.5, PlayVoiceChat(VOICE_CHAT_CANTDO, oHealer));
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}
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}
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oHealer = GetHenchman(oHealer);
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}
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}
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//End Henchman Cleric Code
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if(GetCurrentHitPoints() <= 0)
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{
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switch (d6(1))
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{
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case 1: PlayVoiceChat(VOICE_CHAT_PAIN1); break;
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case 2: PlayVoiceChat(VOICE_CHAT_PAIN2); break;
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case 3: PlayVoiceChat(VOICE_CHAT_PAIN3); break;
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case 4: PlayVoiceChat(VOICE_CHAT_HEALME); break;
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case 5: PlayVoiceChat(VOICE_CHAT_NEARDEATH); break;
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case 6: PlayVoiceChat(VOICE_CHAT_HELP); break;
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}
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}
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}
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}
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SetHP(sID, oPlayer);
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DelayCommand(6.0,bleed(iBleedAmt)); /* do this again next round */
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}
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else
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{
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// Determines combat round for nearest enemy when PC becomes conscious
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object oAttacker = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oPlayer, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, CREATURE_TYPE_IS_ALIVE, TRUE);
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AssignCommand(oAttacker, DetermineCombatRound(oPlayer, 10));
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}
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}
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void main()
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{
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object oDying = GetLastPlayerDying();
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int PC_BLEEDING = GetLocalInt(GetModule(), "PC_BLEEDING");
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if(PC_BLEEDING == 0)
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{
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effect eDeath = EffectDeath(FALSE, FALSE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, GetLastPlayerDying());
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}
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else if(PC_BLEEDING == 1)
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{
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AssignCommand(oDying, ClearAllActions());
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AssignCommand(oDying, bleed(1));
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}
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}
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