RATDOG/_module/nss/69_o0_dying.nss
Jaysyn904 0f13e6c538 Initial module commit
Initial module commit.
2021-08-29 23:34:48 -04:00

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