Initial upload
Initial upload
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90
_module/nss/xx_cb_bleed.nss
Normal file
90
_module/nss/xx_cb_bleed.nss
Normal file
@@ -0,0 +1,90 @@
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//Credits: Scott Thorne's bleed script (bleed function)
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//Regen occurs, 1 regen is a bad situation.
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//Save % line 35 (>random means lower % to save)
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void bleed(int iBleedAmt)
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{ effect eBleedEff;
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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)
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{ /* only check if character has not stablized */
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// increase random number if needed, 5% each round bleeding
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if (Random(20) == 1)
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{
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iBleedAmt = -iBleedAmt*2; /* reverse the bleeding process */
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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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switch (d6())
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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);
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}
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}
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}
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DelayCommand(8.0,bleed(iBleedAmt)); /* do this again next round */
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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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object oMaster = GetMaster(oDying);
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if (oMaster != OBJECT_INVALID)
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{
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effect Deathstroke = EffectDeath(TRUE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT,Deathstroke,oDying);
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return;
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}
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AssignCommand(oDying, ClearAllActions());
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PopUpDeathGUIPanel(oDying, TRUE, TRUE, 0,
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"You are bleeding to death, wait for help or respawn.");
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AssignCommand(oDying, bleed(1));
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}
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/* returns TRUE if oCreature is a <span class="highlight">familiar</span>
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int GetIsFamiliar(object oCreature)
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{
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// declare
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int nResult = FALSE;
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object oMaster = GetMaster(oCreature);
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if (oMaster != OBJECT_INVALID)
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{
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// compare master's <span class="highlight">familiar</span> associate with creature
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if(oCreature == GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oMaster))
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nResult = TRUE;
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}
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// return
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return nResult;
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}
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