43 lines
1.3 KiB
Plaintext
43 lines
1.3 KiB
Plaintext
#include "x2_inc_compon"
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#include "x0_i0_spawncond"
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#include "qst_include"
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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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object oKiller = GetLastKiller();
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// If we're a good/neutral commoner,
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// adjust the killer's alignment evil
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if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
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{
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AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
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}
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// Call to allies to let them know we're dead
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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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// NOTE: the OnDeath user-defined event does not
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// trigger reliably and should probably be removed
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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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craft_drop_items(oKiller);
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ExecuteScript("en4_mobdeath",OBJECT_SELF);
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if (GetLocalInt(OBJECT_SELF,"Betrayal") > 0)
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{
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SendMessageToPC(oKiller,"You have overcome " + GetName(OBJECT_SELF) + "'s betrayal.");
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RewardPartyXP(3000, oKiller);
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SetPartyVariables(oKiller);
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SetPartyInt(oKiller,"OnQuest",0);
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SetLocalInt(GetModule(),"MainQuest",98);
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AddJournalQuestEntry("jQuest",21,oKiller);
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}
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}
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