240 lines
10 KiB
Plaintext
240 lines
10 KiB
Plaintext
/*/////////////////////// [On Death] ///////////////////////////////////////////
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Filename: J_AI_OnDeath or nw_c2_default7
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///////////////////////// [On Death] ///////////////////////////////////////////
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Speeded up no end, when compiling, with seperate Include.
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Cleans up all un-droppable items, all ints and all local things when destroyed.
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Check down near the bottom for a good place to add XP or corpse lines ;-)
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - Added in Turn of corpses toggle
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- Added in appropriate space for XP awards, marked with ideas (effect death)
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1.4 - Removed the redudnant notes on the "You have gained 0 experience" message
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///////////////////////// [Workings] ///////////////////////////////////////////
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You can edit this for experience, there is a seperate section for it.
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It will use DeathCheck to execute a cleanup-and-destroy script, that removes
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any coprse, named "j_ai_destroyself".
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: GetLastKiller.
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///////////////////////// [On Death] /////////////////////////////////////////*/
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// We only require the constants/debug file. We have 1 function, not worth another include.
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#include "J_INC_CONSTANTS"
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#include "xp_inc"
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#include "lgs_inc"
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#include "creature_inc"
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// We need a wrapper. If the amount of deaths, got in this, is not equal to iDeaths,
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// we don't execute the script, else we do. :-P
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void DeathCheck(int nDeaths);
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void main()
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{
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// Set Name (Original Name only)
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creature_SetName(OBJECT_SELF, CREATURE_NAME_DISPLAY_ORIGINAL);
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// If we are set to, don't fire this script at all
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if(GetAIInteger(I_AM_TOTALLY_DEAD)) return;
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// Pre-death-event. Returns TRUE if we interrupt this script call.
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if(FirePreUserEvent(AI_FLAG_UDE_DEATH_PRE_EVENT, EVENT_DEATH_PRE_EVENT)) return;
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// Note: No AI on/off check here.
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// Who killed us? (alignment changing, debug, XP).
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object oKiller = GetLastKiller();
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// Get a controlled undead's master
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if(GetLocalString(oKiller, "MY_MASTER_IS") != "")
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{
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object oKillerMaster = GetMaster(oKiller);
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oKiller = oKillerMaster;
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}
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if (GetLocalInt(GetModule(),"X3_ENABLE_MOUNT_DB")&&GetIsObjectValid(GetMaster(OBJECT_SELF))) SetLocalInt(GetMaster(OBJECT_SELF),"bX3_STORE_MOUNT_INFO",TRUE);
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// Stops if we just applied EffectDeath to ourselves.
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if(GetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH)) return;
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// Special: To stop giving out multiple amounts of XP, we use EffectDeath
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// to change the killer, so the XP systems will NOT award MORE XP.
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// - Even the default one suffers from this!
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if(GetAIInteger(WE_HAVE_DIED_ONCE))
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{
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if(!GetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH))
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{
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// Don't apply effect death to self more then once per 2 seconds.
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SetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH, 2.0);
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// This should make the last killer us.
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(GetMaxHitPoints()), OBJECT_SELF);
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}
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}
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else if(oKiller != OBJECT_SELF)
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{
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// Set have died once, stops giving out mulitple amounts of XP.
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SetAIInteger(WE_HAVE_DIED_ONCE, TRUE);
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/*/////////////////////// [Experience] /////////////////////////////////////////
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THIS is the place for it, below this comment.
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It is useful to use GetFirstFactionMember (and Next), GiveXPToCreature,
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GetXP, SetXP, GetChallengeRating (of self) all are really useful.
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Bug note: GetFirstFactionMember/Next with the PC parameter means either ONLY PC,
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and so NPC henchmen, unless FALSE is used, will not be even recognised.
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///////////////////////// [Experience] ///////////////////////////////////////*/
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// Do XP things (Use object "oKiller" for who killed us).
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xp_GiveXPForKill(OBJECT_SELF, oKiller);
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/*/////////////////////// [Experience] ///////////////////////////////////////*/
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}
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// Note: Here we do a simple way of checking how many times we have died.
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// Nothing special. Debugging most useful aspect.
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int nDeathCounterNew = GetAIInteger(AMOUNT_OF_DEATHS);
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nDeathCounterNew++;
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SetAIInteger(AMOUNT_OF_DEATHS, nDeathCounterNew);
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// Here is the last time (in game seconds) we died. It is used in the executed script
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// to make sure we don't prematurly remove areselves.
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// We may want some sort of visual effect - like implosion or something, to fire.
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int nDeathEffect = GetAIConstant(AI_DEATH_VISUAL_EFFECT);
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// Valid constants from 0 and up. Apply to our location (not to us, who will go!)
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if(nDeathEffect >= 0)
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{
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(nDeathEffect), GetLocation(OBJECT_SELF));
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}
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// Default Commoner alignment changing. (If the commoner is not evil!)
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if(GetLevelByClass(CLASS_TYPE_COMMONER) > 0 &&
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GetAlignmentGoodEvil(OBJECT_SELF) != ALIGNMENT_EVIL &&
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!GetSpawnInCondition(AI_FLAG_OTHER_NO_COMMONER_ALIGNMENT_CHANGE, AI_OTHER_MASTER))
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{
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if(GetIsPC(oKiller))
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{
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AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
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}
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else
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{
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// If it is a summon, henchmen or familar of a PC, we adust the PC itself
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// Clever, eh?
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object oMaster = GetMaster(oKiller);
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if(GetIsObjectValid(oMaster) && GetIsPC(oMaster))
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{
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AdjustAlignment(oMaster, ALIGNMENT_EVIL, 5);
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}
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}
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}
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// Always shout when we are killed. Reactions - Morale penalty, and
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// attack the killer.
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AISpeakString(AI_SHOUT_I_WAS_KILLED);
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// Speaks the set death speak, like "AGGGGGGGGGGGGGGGGGGG!! NOOOO!" for instance :-)
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// Note for 1.4: No need for "CanSpeak()" for this, of course.
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SpeakArrayString(AI_TALK_ON_DEATH);
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// First check - do we use "destroyable corpses" or not? (default, yes)
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if(!GetSpawnInCondition(AI_FLAG_OTHER_TURN_OFF_CORPSES, AI_OTHER_MASTER))
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{
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// We will actually dissapear after 30.0 seconds if not raised.
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int nTime = GetAIInteger(AI_CORPSE_DESTROY_TIME);
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if(nTime == 0) // Error checking
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{
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nTime = 30;
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}
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// 64: "[Death] Checking corpse status in " + IntToString(nTime) + " [Killer] " + GetName(oKiller) + " [Times Died Now] " + IntToString(nDeathCounterNew)
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DebugActionSpeakByInt(64, oKiller, nTime, IntToString(nDeathCounterNew));
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// Delay check
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DelayCommand(IntToFloat(nTime), DeathCheck(nDeathCounterNew));
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}
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else
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{
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/************************ [Alternative Corpses] ********************************
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This is where you can add some alternative corpse code - EG looting
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and so on, without disrupting the rest of the AI (as the corpses
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are turned off).
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************************* [Alternative Corpses] *******************************/
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// Add alternative corpse code here
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if(GetRacialType(OBJECT_SELF)==RACIAL_TYPE_ANIMAL)
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{
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SetIsDestroyable(FALSE, FALSE, TRUE);
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DelayCommand(30.0,SetIsDestroyable(TRUE, FALSE, TRUE));
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}
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else
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{
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// Get the location of the dead monster
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location lCorpseLoc = GetLocation(OBJECT_SELF);
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// Make the corpse NOT fade
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SetIsDestroyable(FALSE, TRUE, FALSE);
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// Create Blood Stain under the coprse
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object oBlood = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_bloodstain", lCorpseLoc, FALSE);
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// Create Loot Container on the corpse
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object oLootObject = CreateObject(OBJECT_TYPE_PLACEABLE, "invis_corpse_obj", lCorpseLoc, FALSE, GetTag(OBJECT_SELF));
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SetName(oLootObject, "Dead " + GetName(OBJECT_SELF));
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SetDescription(oLootObject, GetDescription(OBJECT_SELF));
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// Create Loot
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if ((GetStandardFactionReputation(STANDARD_FACTION_HOSTILE, OBJECT_SELF) >= 90) // Only Faction Hostile creatures will drop stuff
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//|| FindSubString(GetName(OBJECT_SELF), "Kobold") >= 0 // HACK! Make kobolds drop loot too!
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|| FindSubString(GetName(OBJECT_SELF), "Spider") >= 0) // HACK! Make spiders drop loot too!
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{
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int nMinLoot = GetLocalInt(OBJECT_SELF, CS_LGS_LOOT_MINITEMS);
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if (nMinLoot == 0)
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nMinLoot = -1;
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object oContainer = GetNearestObjectByTag(CS_LGS_CHEST_VAR_RESREF, OBJECT_SELF);
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if (!GetIsObjectValid(oContainer))
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{
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lgs_CreateLoot(OBJECT_SELF, oLootObject, OBJECT_INVALID, FALSE, nMinLoot);
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}
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else
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{
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lgs_CreateLoot(OBJECT_SELF, oContainer, oLootObject, FALSE, nMinLoot);
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// Inform the Loot Container to (re)start it's countdown
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if (GetLocalInt(oContainer, CS_LGS_CHEST_CHECK_ISCHECKING))
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SetLocalInt(oContainer, CS_LGS_CHEST_CHECK_COUNT, 1);
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else
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ExecuteScript("lgs_chest_check", oContainer);
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}
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}
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// Check if there's anything in the loot container
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if (!GetIsObjectValid(GetFirstItemInInventory(oLootObject)))
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DestroyObject(oLootObject);
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// Plan for everything to decay
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float fFade = 240.0f;
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object oModule = GetModule();
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ActionWait(fFade);
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DelayCommand(fFade, lgs_ClearInventory(oLootObject));
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DelayCommand(fFade, lgs_ClearInventory(OBJECT_SELF));
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DelayCommand(fFade + 0.1f, DestroyObject(oLootObject));
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DelayCommand(fFade + 0.1f, DestroyObject(oBlood));
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DelayCommand(fFade + 0.3f, SetIsDestroyable(TRUE,TRUE,FALSE));
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DelayCommand(fFade + 0.5f, DestroyObject(OBJECT_SELF));
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}
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/************************ [Alternative Corpses] *******************************/
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}
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// Signal the death event.
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FireUserEvent(AI_FLAG_UDE_DEATH_EVENT, EVENT_DEATH_EVENT);
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}
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// We need a wrapper. If the amount of deaths, got in this, is not equal to iDeaths,
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// we don't execute the script, else we do. :-P
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void DeathCheck(int nDeaths)
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{
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// Do the deaths imputted equal the amount we have suffered?
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if(GetAIInteger(AMOUNT_OF_DEATHS) == nDeaths)
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{
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// - This now includes a check for Bioware's lootable functions and using them.
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ExecuteScript(FILE_DEATH_CLEANUP, OBJECT_SELF);
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}
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}
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