Code: Select all
<!-- General Damage -->
[h: Name = getProperty("Name")]
[h: Dead = getProperty("Dead")]
[h: HP = getProperty("HP")]
[h: TempHP = getProperty("TempHP")]
[h: Bloodied = getProperty("Bloodied")]
[h:Damage = DamageInflicted]
[H:TempHP = TempHP - Damage]
[h:HP = HP + min(0, TempHP)]
[h:TempHP = max(0,TempHP)]
[r: Name] takes [r:Damage] HP of damage<br>
[r, if(isPC()), code:
{
[h, if(HP <= Bloodied): setState("Bloodied",1);setState("Bloodied",0)]
[h, if(HP <= 0): setState("Dying",1);setState("Dying",0)]
[h, if(HP <= 0): setState("Prone",1);setState("Prone",0)]
[r: Name] has [r:HP] HP and [r:TempHP] temporary HP remaining.<br>
[r, if(HP<= Dead), code:
{
[h: setState("Dead",1)]
[h: setState("Dying",0)]
};]
};]
[h, if(isNPC()), code:
{
[h, if(HP <= Bloodied): setState("Bloodied",1);setState("Bloodied",0)]
[h, if(HP <= 0): setState("Dead",1);setState("Dead",0)]
[h, if(getState("Dead"), code:
{
[h: removeFromInitiative()]
[h: id = getSelected()]
[h: setLayer("Object",id)]
};]
};]
[H:bar.Damage = HP / MaxHP]
Thanks