#include "x0_i0_spawncond" #include "give_custom_exp" void main() { int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); // If we're a good/neutral commoner, // adjust the killer's alignment evil if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) { object oKiller = GetLastKiller(); AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); } // Call to allies to let them know we're dead SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); //Shout Attack my target, only works with the On Spawn In setup SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); // NOTE: the OnDeath user-defined event does not // trigger reliably and should probably be removed if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); } ////////////////////////////////////////////////////////// if( !GetIsPC( OBJECT_SELF ) ) give_custom_exp( GetLastKiller(), OBJECT_SELF, 0 ); ////////////////////////////////////////////////////////// //Put this OnDeath object oPC = GetLastKiller(); while (GetIsObjectValid(oPC) && !GetIsPC(GetMaster(oPC))) { oPC=GetMaster(oPC); } location lTarget = GetLocation(OBJECT_SELF); object oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "angrydruid", lTarget); DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_NATURES_BALANCE), lTarget)); DelayCommand(1.0, AssignCommand(oSpawn, ActionStartConversation(oPC, "angrydruid"))); ExecuteScript("prc_npc_death", OBJECT_SELF); }