Like I can do this, I think that's pretty cool smile
Code
EVENT ccOnDamage
VARS
	CHARACTER:_CHARACTER
	CHARACTERTEMPLATE:_CHARACTERTEMPLATE
	DAMAGE:_DAMAGE
	FLOAT:_FLOAT01
	FLOAT:_FLOAT02
	ITEM:_ITEM
ON
	OnDamage(_DAMAGE, _FLOAT01, _CHARACTER, _ITEM)
ACTIONS
	Set(%CHARACTER03, _CHARACTER)
	Set(%ITEM01, _ITEM)
	IF "(c1)"
		IsGreaterThen(_FLOAT01, 0.00)
	THEN
		IF "((!c1)&c2)"
			IsEqual(_CHARACTER, null)
			IsEqual(%INT04, 0)
		THEN
			IF "(!(c1&c2))"
				CharacterHasStatus(__Me, FROZEN)
				CharacterHasStatus(__Me, PETRIFIED)
			THEN
				IF "(c1&c2&c3)"
					IsRandom(0.05)
					CharacterGetTemplate(__Me, _CHARACTERTEMPLATE)
					IsEqual(_CHARACTERTEMPLATE, %CHARACTERTEMPLATE02)
				THEN
					SpawnItem("LOOT_Bone_A_ff6c1d1d-3425-4ee2-a790-06363d85ecd4", __Me, 1)
				ENDIF
				CharacterPlayEffect(__Me, "FX_GP_Status_Bleeding_A_Effect1")
				PlayEffectAt(__Me, "FX_GP_Footstep_A_Small_Blood")
				Set(%INT04, 1)
			ENDIF
		ENDIF
		IF "(c1&(!c2))"
			CharacterGetStat(_FLOAT02, __Me, Vitality)
			IsLessThen(_FLOAT02, 0.5)
		THEN
			IF "(c1&(!c2))"
				CharacterGetTemplate(__Me, _CHARACTERTEMPLATE)
				IsEqual(_CHARACTERTEMPLATE, %CHARACTERTEMPLATE01)
			THEN
				GlobalSetEvent("CC_GLOBALEVENT01")		//Normal cat
				PlayEffectAt(__Me, "FX_Skills_WitchCraft_TargetedCurse_Impact_A")
			ENDIF
		ELIF "(c1&(!c2))"
			CharacterGetStat(_FLOAT02, __Me, Vitality)
			IsGreaterThen(_FLOAT02, 0.5)
		THEN
			IF "(c1&(!c2))"
				CharacterGetTemplate(__Me, _CHARACTERTEMPLATE)
				IsEqual(_CHARACTERTEMPLATE, %CHARACTERTEMPLATE02)
			THEN
				GlobalSetEvent("CC_GLOBALEVENT02")		//Skeletal cat
				PlayEffectAt(__Me, "FX_Skills_WitchCraft_TargetedCurse_Impact_A")
			ENDIF
		ENDIF
	ENDIF
	DelayReaction("Idle_Peace", 5.0)