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- INIT
- CHARACTER:__Me
- FLOAT:%DamageVal = ""
- STRING:%DamageValStr = ""
- STRING:%DamageValType = ""
- EVENTS
- EVENT RecordDamage
- VARS
- CHARACTER:_Source
- DAMAGE:_DamageType
- FLOAT:_Damage
- STRING:_DamageLogText
- FIXEDSTRING:_LogText
- ON
- OnDamage(_DamageType, _Damage, _Source,_)
- ACTIONS
- IF "c1"
- IsEqual(_DamageType, Air)
- THEN
- Set(%DamageValType, "Air")
- ELIF "c1"
- IsEqual(_DamageType, Chaos)
- THEN
- Set(%DamageValType, "Chaos")
- ELIF "c1"
- IsEqual(_DamageType, Corrosive)
- THEN
- Set(%DamageValType, "Corrosive")
- ELIF "c1"
- IsEqual(_DamageType, Earth)
- THEN
- Set(%DamageValType, "Earth")
- ELIF "c1"
- IsEqual(_DamageType, Fire)
- THEN
- Set(%DamageValType, "Fire")
- ELIF "c1"
- IsEqual(_DamageType, Magic)
- THEN
- Set(%DamageValType, "Magic")
- ELIF "c1"
- IsEqual(_DamageType, Physical)
- THEN
- Set(%DamageValType, "Physical")
- ELIF "c1"
- IsEqual(_DamageType, Piercing)
- THEN
- Set(%DamageValType, "Piercing")
- ELIF "c1"
- IsEqual(_DamageType, Poison)
- THEN
- Set(%DamageValType, "Poison")
- ELIF "c1"
- IsEqual(_DamageType, Shadow)
- THEN
- Set(%DamageValType, "Shadow")
- ELIF "c1"
- IsEqual(_DamageType, Water)
- THEN
- Set(%DamageValType, "Water")
- ENDIF
- Set(%DamageVal, _Damage)
- Print(%DamageValStr, "[1]", _Damage)
- Print(_DamageLogText, "Took [1] [2] damage.", _Damage, %DamageValType)
- Cast(_LogText, _DamageLogText)
- CombatLogText(__Me, _LogText, 0, 2)
- //Hide the combat log text from over the character's head
- DisplayText(__Me, "")
- CharacterCharacterEvent(__Me, _Source, "Debug_Events_DamageDebug")
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