// bleeding_config by Brian "spilth" Kelly // For Neverwinter Nights - Bleeding Tutorial // Included file, just make sure its named "bleeding_config" // *** Configuration Variables - These are meant to be changed *** int iStabilizationChance = 10; // GUI Options When Disabled (0 HP) string sDisabledGUIMessage = "You've been disabled. You can either wait for another player to help or respawn if nobody else is around."; int bAllowRespawnWhenDisabled = TRUE; int bAllowWaitForHelpWhenDisabled = TRUE; // GUI Options When Stable (-1 to -9 and not bleeding) string sStableGUIMessage = "You've stabilized! You can either wait for another player to help or respawn if nobody else is around."; int bAllowRespawnWhenStable = TRUE; int bAllowWaitForHelpWhenStable = TRUE; // GUI Options When Dead (-10 or lower) string sDeathGUIMessage = "You've died! Here are your options..."; int bAllowRespawnWhenDead = TRUE; int bAllowWaitForHelpWhenDead = TRUE; // *** Constants - DO NOT CHANGE THESE! *** int PC_HEALTH_ALIVE = 0; // HP > 0 int PC_HEALTH_DISABLED = 1; // HP = 0 int PC_HEALTH_DYING = 2; // -10 < HP < 0 & Bleeding int PC_HEALTH_STABLE = 3; // -10 < HP < 0 & Stabilized int PC_HEALTH_DEAD = 4; // HP <= -10 // A tool to help us test void SetPCHitPoints(object oPC, int iTargetHitPoints) { if (GetIsPC(oPC)) { int iDamage = GetCurrentHitPoints(oPC) - iTargetHitPoints; effect eDamage = EffectDamage(iDamage, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_FIVE); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oPC); } }