Yeah, but to answer my question, I tested it, and no, if you specify 1 as the damage parameter, it will not trigger the script if you take more than 1 damage.
Okay. Thanks.
If Player.GetBaseAV2 Blade >= 150 If rShield == 1 Return ElseIf sWeaponType == 0 || sWeaponType == 1 If Player.IsBlocking == 1 SetEventHandler "OnHealthDamage" FnOnDamageTaken EndIf EndIf EndIf
ScriptName FnOnDamageTakenfloat vMaxHealthfloat vCurrentHealthfloat vDamageTakenfloat vDamagePercentfloat vDamageref vPlayerref vConfirmedBegin Function {vDamage, vConfirmed} Set vPlayer to Player.GetSelf Set vMaxHealth to Player.GetBaseAV2 Health Set vCurrentHealth to Player.GetActorValue Health If vPlayer.GetIsReference Player == 1 Set vConfirmed to vPlayer EndIf If vDamage >= 1 If vCurrentHealth < vMaxHealth Set vDamageTaken to (vMaxHealth - vCurrentHealth) Set vDamagePercent to vDamageTaken * 0.40 Player.ModActorValue Health vDamagePercent PrintC "Damage %.2f Health return %.2f", vDamageTaken vCurrentHealth EndIf EndIfEnd
SetEventHandler "OnHealthDamage" FnOnDamageTaken object::playerRef
SetEventHandler "OnHealthDamage" FnOnDamageTaken object::playerRef
scn FnOnHitbegin function {target, attacker} if target.getItemCount yourToken ; or whatever condition ; do stuff endifend