//:://///////////////////////////////////////////// //:: Dying Script //:: NW_O0_DEATH.NSS //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* This script handles the default behavior that occurs when a player is dying. DEFAULT CAMPAIGN: player dies automatically */ //::////////////////////////////////////////////// //:: Created By: Brent Knowles //:: Created On: November 6, 2001 //::////////////////////////////////////////////// void main() { object oPlayer = GetLastPlayerDying(); string sMessage; switch (d10()) { case 1: sMessage = "I am gravely wounded."; break; case 2: sMessage = "Need assistance."; break; case 3: sMessage = "Water..."; break; case 4: sMessage = "Ugh...Ahhh...Gah..."; break; case 5: sMessage = "Help."; break; case 6: sMessage = "Medic."; break; case 7: sMessage = "Wow I suck!"; break; case 8: sMessage = "Mmm... this sand is delicious."; break; case 9: sMessage = "I always wanted to spend more time on my back."; break; case 10: sMessage = "Wait... I lagged!"; break; } AssignCommand(oPlayer, ClearAllActions()); AssignCommand(oPlayer, SpeakString(sMessage)); if (GetTag(GetArea(oPlayer)) != "TyrSSArena") ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHitPointChangeWhenDying(-1.0), oPlayer, 0.0f); else ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(FALSE, FALSE), oPlayer); }