#include "x2_inc_compon" #include "x0_i0_spawncond" #include "qst_include" void main() { int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); object oKiller = GetLastKiller(); // If we're a good/neutral commoner, // adjust the killer's alignment evil if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) { 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)); } craft_drop_items(oKiller); ExecuteScript("en4_mobdeath",OBJECT_SELF); if (GetLocalInt(OBJECT_SELF,"Betrayal") > 0) { SendMessageToPC(oKiller,"You have overcome " + GetName(OBJECT_SELF) + "'s betrayal."); RewardPartyXP(3000, oKiller); SetPartyVariables(oKiller); SetPartyInt(oKiller,"OnQuest",0); SetLocalInt(GetModule(),"MainQuest",98); AddJournalQuestEntry("jQuest",21,oKiller); } }