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[LeGo] Fixes, missing functions and social cards
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docs/zengin/scripts/extenders/lego/applications/anim8.md
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docs/zengin/scripts/extenders/lego/applications/bloodsplats.md
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# Bloodsplats | ||
If this package is activated, red blood splatters will appear on the screen when the hero takes damage. For this, the damage perception for the hero is redirected to `_B_HeroDamage()`. To use the Bloodsplats, the enclosed textures must be available. Also, the VFX "HERO_HURT" (also included) should be entered in the `VfxInst.d` to create an even better hit effect. All textures used here are from [CGTextures.com](http://CGTextures.com). If you use Bloodsplats in your modification, this site must be noted in the credits. | ||
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!!! Tip | ||
See [user constants](../various/userconstants.md#bloodsplats) to edit behavior of this packet. | ||
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## Dependencies | ||
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- Floats | ||
- View | ||
- [Random](../tools/random.md) | ||
- [Anim8](anim8.md) | ||
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## Initialization | ||
Initialize with `LeGo_Bloodsplats` flag. | ||
```dae | ||
LeGo_Init(LeGo_Bloodsplats); | ||
``` | ||
## Implementation | ||
[:material-github: Bloodsplats.d on GitHub](https://github.com/Lehona/LeGo/blob/dev/Bloodsplats.d) | ||
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## Functions | ||
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### `Bloodsplat` | ||
Puts a blood splatter on the screen. | ||
```dae | ||
func void Bloodsplat(var int damage) | ||
``` | ||
**Parameters** | ||
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- `#!dae var int damage` | ||
The damage (affects the size of the splatter) | ||
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### `Bloodsplats_Rage` | ||
Pretty pointless feature that smears the entire screen. | ||
```dae | ||
func void Bloodsplats_Rage() | ||
``` | ||
--- | ||
title: Bloodsplats | ||
description: LeGo package for displaying bloodsplats on a screen when player is hit | ||
--- | ||
# Bloodsplats | ||
If this package is activated, red blood splatters will appear on the screen when the hero takes damage. For this, the damage perception for the hero is redirected to `_B_HeroDamage()`. To use the Bloodsplats, the enclosed textures must be available. Also, the VFX "HERO_HURT" (also included) should be entered in the `VfxInst.d` to create an even better hit effect. All textures used here are from [CGTextures.com](http://CGTextures.com). If you use Bloodsplats in your modification, this site must be noted in the credits. | ||
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!!! Tip | ||
See [user constants](../various/userconstants.md#bloodsplats) to edit behavior of this packet. | ||
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## Dependencies | ||
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- [Floats](../../ikarus/floats.md) | ||
- View | ||
- [Random](../tools/random.md) | ||
- [Anim8](anim8.md) | ||
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## Initialization | ||
Initialize with `LeGo_Bloodsplats` flag. | ||
```dae | ||
LeGo_Init(LeGo_Bloodsplats); | ||
``` | ||
## Implementation | ||
[:material-github: Bloodsplats.d on GitHub](https://github.com/Lehona/LeGo/blob/dev/Bloodsplats.d) | ||
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## Functions | ||
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### `Bloodsplat` | ||
Puts a blood splatter on the screen. | ||
```dae | ||
func void Bloodsplat(var int damage) | ||
``` | ||
**Parameters** | ||
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- `#!dae var int damage` | ||
The damage (affects the size of the splatter) | ||
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### `Bloodsplats_Rage` | ||
Pretty pointless feature that smears the entire screen. | ||
```dae | ||
func void Bloodsplats_Rage() | ||
``` | ||
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### `Npc_GetPercFunc` | ||
`oCNpc::GetPerceptionFunc` engine function wraper | ||
```dae | ||
func int Npc_GetPercFunc(var C_Npc npc, var int type) | ||
``` | ||
**Parameters** | ||
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- `#!dae var C_NPC npc` | ||
NPC whose percepcion is checked | ||
- `#!dae var int type` | ||
Checked perception type (form [`Constant.d`](https://github.com/VaanaCZ/gothic-2-addon-scripts/blob/Unified-EN/_work/Data/Scripts/Content/_intern/Constants.d#L213-L258)) | ||
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**Return value** | ||
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The function returns the state of NPCs selected perception. |
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docs/zengin/scripts/extenders/lego/applications/console_commands.pl.md
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docs/zengin/scripts/extenders/lego/applications/dialoggestures.md
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docs/zengin/scripts/extenders/lego/applications/gamestate.pl.md
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