WoR_PRC8/_module/nss/nw_o0_dying.nss

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2025-04-03 11:49:34 -04:00
//:://////////////////////////////////////////////
//:: Author : Scott Thorne
//:: E-mail : Thornex2@wans.net
//:: Updated: July 25, 2002
//:://////////////////////////////////////////////
void bleed(int iBleedAmt)
{
effect eBleedEff;
/* keep executing recursively until character is dead or at +1 hit points */
if (GetCurrentHitPoints() <= 0) {
/* a positive bleeding amount means damage, otherwise heal the character */
if (iBleedAmt > 0) {
eBleedEff = EffectDamage(iBleedAmt);
} else {
eBleedEff = EffectHeal(-iBleedAmt); /* note the negative sign */
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBleedEff, OBJECT_SELF);
/* -10 hit points is the death threshold, at or beyond it the character dies */
if (GetCurrentHitPoints() <= -10) {
PlayVoiceChat(VOICE_CHAT_DEATH); /* scream one last time */
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DEATH), OBJECT_SELF); /* make death dramatic */
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF); /* now kill them */
return;
}
if (iBleedAmt > 0) { /* only check if character has not stablized */
if (d10(1) == 1) { /* 10% chance to stablize */
iBleedAmt = -iBleedAmt; /* reverse the bleeding process */
PlayVoiceChat(VOICE_CHAT_LAUGH); /* laugh at death -- this time */
} else {
switch (d6()) {
case 1: PlayVoiceChat(VOICE_CHAT_PAIN1); break;
case 2: PlayVoiceChat(VOICE_CHAT_PAIN2); break;
case 3: PlayVoiceChat(VOICE_CHAT_PAIN3); break;
case 4: PlayVoiceChat(VOICE_CHAT_HEALME); break;
case 5: PlayVoiceChat(VOICE_CHAT_NEARDEATH); break;
case 6: PlayVoiceChat(VOICE_CHAT_HELP);
}
}
}
DelayCommand(6.0,bleed(iBleedAmt)); /* do this again next round */
}
}
void main()
{
object oDying = GetLastPlayerDying();
AssignCommand(oDying, ClearAllActions());
AssignCommand(oDying, bleed(1));
}