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LaughingLeader

OnDamageDebug.charScript

Jan 24th, 2018
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  1. INIT
  2. CHARACTER:__Me
  3. FLOAT:%DamageVal = ""
  4. STRING:%DamageValStr = ""
  5. STRING:%DamageValType = ""
  6. EVENTS
  7.  
  8. EVENT RecordDamage
  9. VARS
  10. CHARACTER:_Source
  11. DAMAGE:_DamageType
  12. FLOAT:_Damage
  13. STRING:_DamageLogText
  14. FIXEDSTRING:_LogText
  15. ON
  16. OnDamage(_DamageType, _Damage, _Source,_)
  17. ACTIONS
  18.  
  19. IF "c1"
  20. IsEqual(_DamageType, Air)
  21. THEN
  22. Set(%DamageValType, "Air")
  23. ELIF "c1"
  24. IsEqual(_DamageType, Chaos)
  25. THEN
  26. Set(%DamageValType, "Chaos")
  27. ELIF "c1"
  28. IsEqual(_DamageType, Corrosive)
  29. THEN
  30. Set(%DamageValType, "Corrosive")
  31. ELIF "c1"
  32. IsEqual(_DamageType, Earth)
  33. THEN
  34. Set(%DamageValType, "Earth")
  35. ELIF "c1"
  36. IsEqual(_DamageType, Fire)
  37. THEN
  38. Set(%DamageValType, "Fire")
  39. ELIF "c1"
  40. IsEqual(_DamageType, Magic)
  41. THEN
  42. Set(%DamageValType, "Magic")
  43. ELIF "c1"
  44. IsEqual(_DamageType, Physical)
  45. THEN
  46. Set(%DamageValType, "Physical")
  47. ELIF "c1"
  48. IsEqual(_DamageType, Piercing)
  49. THEN
  50. Set(%DamageValType, "Piercing")
  51. ELIF "c1"
  52. IsEqual(_DamageType, Poison)
  53. THEN
  54. Set(%DamageValType, "Poison")
  55. ELIF "c1"
  56. IsEqual(_DamageType, Shadow)
  57. THEN
  58. Set(%DamageValType, "Shadow")
  59. ELIF "c1"
  60. IsEqual(_DamageType, Water)
  61. THEN
  62. Set(%DamageValType, "Water")
  63. ENDIF
  64.  
  65. Set(%DamageVal, _Damage)
  66. Print(%DamageValStr, "[1]", _Damage)
  67. Print(_DamageLogText, "Took [1] [2] damage.", _Damage, %DamageValType)
  68. Cast(_LogText, _DamageLogText)
  69. CombatLogText(__Me, _LogText, 0, 2)
  70. //Hide the combat log text from over the character's head
  71. DisplayText(__Me, "")
  72.  
  73. CharacterCharacterEvent(__Me, _Source, "Debug_Events_DamageDebug")
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