113 lines
4.1 KiB
Plaintext
113 lines
4.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Dying Script
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//:: s_dying.NSS
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//:://////////////////////////////////////////////
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/*
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This script handles the default behavior
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that occurs when a character is dying. Dying
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is when the character is between 0 and -9 hit
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points; -10 and below is death. To use, redirect
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the OnDying event script of the module to this script.
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*/
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//:://////////////////////////////////////////////
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//:: Author : Scott Thorne
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//:: Updated: July 25, 2002
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//:://////////////////////////////////////////////
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#include "nw_i0_tool"
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void bleed(int iBleedAmt)
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{
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object oPC = GetLastPlayerDying();
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if (!GetIsPC(oPC)){
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return;
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}
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string ddVarName = "dd"+GetName(oPC);
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object oModule = GetModule();
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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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SetLocalInt (oModule, ddVarName, 1);
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PlayVoiceChat(VOICE_CHAT_DEATH); /* scream one last time */
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DEATH), OBJECT_SELF); /* make death dramatic */
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF); /* now kill them */
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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) {
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/* 10% chance to stablize */
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iBleedAmt = -iBleedAmt; /* reverse the bleeding process */
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PlayVoiceChat(VOICE_CHAT_LAUGH);
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/* 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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object oPlayer = GetLastPlayerDying();
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object oPC = GetLastPlayerDying();
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string ddVarName = "dd"+GetName(oPC);
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object oModule = GetModule();
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SetLocalInt (oModule, ddVarName, 1);
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object hell = GetArea(oPlayer);
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object helltest = GetArea(GetObjectByTag("Satan"));
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if (hell == helltest){
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DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), oPlayer));
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return;
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}
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object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD, oPlayer);
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object oCrown3 = GetObjectByTag("ImmortalCrown2");
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if(HasItem(oPlayer, "ImmortalCrown2")){
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if ((oCrown3 == oHelm) && (oCrown3 != OBJECT_INVALID) && (oHelm != OBJECT_INVALID))
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{
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SendMessageToAllDMs("Immortal Crown has been unequipped from player.");
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object claw1 = (GetItemPossessedBy(oPlayer, "immortaldagger1")) ;
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DestroyObject(claw1);
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object claw2 = (GetItemPossessedBy(oPlayer, "immortaldagger2")) ;
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DestroyObject(claw2);
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object crownskin = ( GetItemPossessedBy(oPlayer, "crownskin") );
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DestroyObject(crownskin);
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RemoveEffect(oPlayer, EffectRegenerate(150, 3.0f));
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RemoveEffect(oPlayer, SupernaturalEffect(EffectConfused()));
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AssignCommand(oPlayer, DestroyObject(oHelm));
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CreateItemOnObject("immortalcrown2" , oPlayer, 1);
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}
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}
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AssignCommand(oDying, ClearAllActions());
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AssignCommand(oDying, bleed(1));
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}
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