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Anphillia_PRC8/_module/nss/j_ai_ondeath.nss
Jaysyn904 28cdb617b3 Initial commit
Adding all of the current content for Anphillia Unlimited.
2024-01-04 07:49:38 -05:00

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