ES_PRC8/_module/nss/bleeding_config.nss
Jaysyn904 08e84b4e71 Initial upload
Initial upload.
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// 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);
}
}