-- took from dismemberment mod local creatures_cls = { [clsid.script_stalker] = { "human", "stalker_damage" }, -- [clsid.dog_s] = { "dog", "m_dog_damage" }, -- [clsid.pseudodog_s] = { "pseudo_dog", "m_pseudodog_damage" }, -- [clsid.psy_dog_s] = { "pseudo_dog", "m_pseudodog_damage" }, -- [clsid.boar_s] = { "boar", "m_boar_damage" }, -- [clsid.flesh_s] = { "flesh", "m_flesh_damage" }, -- [clsid.cat_s] = { "cat", "cat_damage" }, -- [clsid.zombie_s] = { "zombie", "m_zombie_damage" }, -- [clsid.tushkano_s] = { "tushkano", "m_tushkano_damage" }, -- [clsid.snork_s] = { "snork", "m_snork_damage" }, -- [clsid.controller_s] = { "controller", "m_controller_damage" }, -- [clsid.bloodsucker_s] = { "bloodsucker", "m_bloodsucker_damage" }, -- [clsid.chimera_s] = { "chimera" }, -- [clsid.burer_s] = { "burer", "m_burer_damage" }, -- [clsid.fracture_s] = { "fracture", "fracture_normal_damage" }, -- [clsid.gigant_s] = { "giant", "m_giant_damage" }, } -- took from dismemberment mod -- local creatures_kind = { -- ["SM_KARLIK"] = { "karlik", "m_tushkano_damage" }, -- ["SM_PSYSUCKER"] = { "bloodsucker", "m_bloodsucker_damage" }, -- ["SM_LURKER"] = { "chimera" }, -- } --damage to bones in this list make npc go into wounded state instead of dying local non_lethal_bones = { ["bip01_l_upperarm"] = true, ["bip01_l_forearm"] = true, ["bip01_l_hand"] = true, ["bip01_l_finger0"] = true, ["bip01_l_finger01"] = true, ["bip01_l_finger02"] = true, ["bip01_l_finger1"] = true, ["bip01_l_finger11"] = true, ["bip01_l_finger12"] = true, ["bip01_l_finger2"] = true, ["bip01_l_finger21"] = true, ["bip01_l_finger22"] = true, ["bip01_r_upperarm"] = true, ["bip01_r_forearm"] = true, ["bip01_r_hand"] = true, ["bip01_r_finger0"] = true, ["bip01_r_finger01"] = true, ["bip01_r_finger02"] = true, ["bip01_r_finger1"] = true, ["bip01_r_finger11"] = true, ["bip01_r_finger12"] = true, ["bip01_r_finger2"] = true, ["bip01_r_finger21"] = true, ["bip01_r_finger22"] = true, ["bip01_l_thigh"] = true, ["bip01_l_calf"] = true, ["bip01_l_foot"] = true, ["bip01_l_toe0"] = true, ["bip01_r_thigh"] = true, ["bip01_r_calf"] = true, ["bip01_r_foot"] = true, ["bip01_r_toe0"] = true, } --damage to bones in this list will make npc drop his weapon local hand_bones = { -- ["bip01_l_forearm"] = true, -- ["bip01_l_hand"] = true, -- ["bip01_l_finger0"] = true, -- ["bip01_l_finger01"] = true, -- ["bip01_l_finger02"] = true, -- ["bip01_l_finger1"] = true, -- ["bip01_l_finger11"] = true, -- ["bip01_l_finger12"] = true, -- ["bip01_l_finger2"] = true, -- ["bip01_l_finger21"] = true, -- ["bip01_l_finger22"] = true, -- ["bip01_r_forearm"] = true, ["bip01_r_hand"] = true, ["bip01_r_finger0"] = true, ["bip01_r_finger01"] = true, ["bip01_r_finger02"] = true, ["bip01_r_finger1"] = true, ["bip01_r_finger11"] = true, ["bip01_r_finger12"] = true, ["bip01_r_finger2"] = true, ["bip01_r_finger21"] = true, ["bip01_r_finger22"] = true, } local wounded_by_state = { [0] = "wounded_heavy", [1] = "wounded_heavy_2", [2] = "wounded_heavy_3" } local allowed_hit_types = { [hit.wound] = true, [hit.fire_wound] = true, } function on_game_start() RegisterScriptCallback("npc_on_before_hit", npc_on_before_hit) end function npc_on_before_hit(npc, shit, bone_id, flags) if not (npc:alive()) then return end local community = character_community(npc) --skip monolith and zombied. They will use default behaviour -- if community == "monolith" or community == "zombied" then return end -- local npc_kind = ini_sys:r_string_ex(npc:section(), "kind") -- local npc_damage_section = (creatures_cls[npc:clsid()] and creatures_cls[npc:clsid()][2]) or (npc_kind and creatures_kind[npc_kind] and creatures_kind[npc_kind][2]) or (npc:section()) local npc_damage_section = (creatures_cls[npc:clsid()] and creatures_cls[npc:clsid()][2]) or (npc:section()) -- took from dismemberment code if npc_damage_section then local bone_name = npc:bone_name(bone_id) local str = bone_name and ini_sys:r_string_ex(npc_damage_section, bone_name) local p = str and str_explode(str, ",") if p and p[1] then local hit_power_mult = tonumber(p[1]) or 1 -- if not found then 1 local predicted_health = npc.health - (shit.power * hit_power_mult) if predicted_health <= 0 and non_lethal_bones[bone_name] and allowed_hit_types[shit.type] then --handle wounded state flags.ret_value = false local state = state_mgr.get_state(npc) if state ~= "wounded_heavy" and state ~= "wounded_heavy_2" and state ~= "wounded_heavy_3" then local new_state = wounded_by_state[math.random(0, 2)] npc.health = 0.1 -- npc.bleeding = 0 -- save_var(npc, "wounded_state", new_state) save_var(npc, "wounded_fight", "false") save_var(npc, "wounded_victim", "nil") save_var(npc, "victim_surrender", true) state_mgr.set_state(npc, new_state, nil, nil, nil, { fast_set = true }) end elseif hand_bones[bone_name] then -- handle drop weapon feature if community == "zombied" then return end --ignore zombies. they don't know waht to do if they loose weapon local item = npc:active_item() local slot = npc:active_slot() if (item) and ((slot == 2) or (slot == 3)) and (npc:dont_has_info("npcx_is_companion")) then death_manager.set_weapon_drop_condition(npc, item) npc:drop_item(item) end end end end end --TOSOX CODE THAT I TOOK FROM WOUNDED ANIMATION FIX orig_action_wounded_initialize = xr_wounded.action_wounded.initialize xr_wounded.action_wounded.initialize = function(self) orig_action_wounded_initialize(self) local npc = self.object local community = character_community(npc) local item = npc:active_item() local slot = npc:active_slot() if (item) and ((slot == 2) or (slot == 3)) and (npc:dont_has_info("npcx_is_companion")) then if community == "zombied" then npc:transfer_item(item, npc) else death_manager.set_weapon_drop_condition(npc, item) npc:drop_item(item) end end end