NWNDS/nwnds_module/ar_mod_ondying.nss
Jaysyn904 de24f81734 Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
2021-07-12 21:24:46 -04:00

43 lines
1.5 KiB
Plaintext

//::///////////////////////////////////////////////
//:: 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);
}