55 lines
1.7 KiB
Plaintext
55 lines
1.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Default:On Death
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//:: NW_C2_DEFAULT7
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Shouts to allies that they have been killed
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 25, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
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int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
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if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
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{
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object oKiller = GetLastKiller();
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AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
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}
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SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1007));
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}
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////////////////////////////////
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// Goblin Worg Rider stuff
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/////////////////////////////////
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// Get position and facing of Worg and set spawn point for the Goblin
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vector vWorg = GetPosition(OBJECT_SELF);
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float fAngle = GetFacing(OBJECT_SELF);
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location lGoblin;
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vector vChange;
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object oArea = GetArea(OBJECT_SELF);
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vChange.x = cos(fAngle) * 1.0;
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lGoblin = Location(oArea, vWorg+vChange, fAngle);
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// Spawn the goblin because the worg has died
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effect eKnockdwn = ExtraordinaryEffect(EffectKnockdown());
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object oSpawn = CreateObject(OBJECT_TYPE_CREATURE,"en5_goblin",lGoblin,FALSE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdwn, oSpawn, 2.0);
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ExecuteScript("en4_mobdeath",OBJECT_SELF);
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}
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