49 lines
2.0 KiB
Plaintext
49 lines
2.0 KiB
Plaintext
void bleed(int iBleedAmt)
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{
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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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eBleedEff = EffectDamage(iBleedAmt);
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} else {
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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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{
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/* scream one last time */
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PlayVoiceChat(VOICE_CHAT_DEATH);
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/* make death dramatic */
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DEATH), OBJECT_SELF);
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/* now kill them */
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF);
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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) { /* 10% chance to stablize */
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iBleedAmt = -iBleedAmt; /* reverse the bleeding process */
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PlayVoiceChat(VOICE_CHAT_LAUGH); /* laugh at death -- this time */
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} else {
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switch (d6()) {
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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(6.0,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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AssignCommand(oDying, ClearAllActions());
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AssignCommand(oDying, bleed(1));
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}
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