//////////////////////////////////////////////////////////////////////////////// // // // // Lootable Corpses: OnDeath script // VERSION 3.3 // // // // // Modified by Scrotok on 9 Feb 03 //////////////////////////// // Thanks to Keron Blackfeld for 99% of the work! // // email Questions and Comments to: jnbplatte@intellisys.net // // // //////////////////////////////////////////////////////////////////////////////// // // // CAUTION: You MUST re-save/compile (F7 key) "nw_c2_default7" whenever // // "_kb_loot_corpse" is modified! // // // // NEWBIES: You don't need to place this script anywhere -- it's already // // taken care of for you (this script IS the default OnDeath script for all // // creatures). // // // // This script works in conjunction with the "_kb_loot_corpse" script. // // Place this script in the OnDeath event for any creature you want to be // // lootable after death. // // // // This script is only slightly modified from the Bioware default. Two // // lines of code have been added - they are noted below. // // // //////////////////////////////////////////////////////////////////////////////// //:://///////////////////////////////////////////// //:: Default:On Death //:: NW_C2_DEFAULT7 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Shouts to allies that they have been killed */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 25, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" // The following line has been added to support Scrotok's Lootable Corpses script #include "_kb_loot_corpse" void main() { ExecuteScript("prc_npc_death", OBJECT_SELF); ExecuteScript("prc_pwondeath", OBJECT_SELF); { object oPC = GetLastKiller(); while (GetIsObjectValid(GetMaster(oPC))) { oPC=GetMaster(oPC); } if (!GetIsPC(oPC)) return; int nInt; nInt=GetLocalInt(oPC, "NW_JOURNAL_ENTRYallein"); AddJournalQuestEntry("allein", 1, oPC, TRUE, FALSE, TRUE); int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) { object oKiller = GetLastKiller(); AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); } 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); if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); } //This line has been added to support Scrotok's Lootable Corpses script LeaveCorpse(); //FOF: Sparks a RETREAT_CHECK among allies upon death via //a shout. if (GetLocalInt(OBJECT_SELF,"FIGHT_OR_FLIGHT") == 1 && GetLocalInt(OBJECT_SELF,"RETREATED") == 0) { //The int is to help make sure dead creatures lying on //the ground are not counted toward f_OurCR. SetLocalInt(OBJECT_SELF,"FOF_DEAD",1); SpeakString("RETREAT_CHECK",TALKVOLUME_SILENT_TALK); } if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); //FOF: Sparks a RETREAT_CHECK among allies upon death via //a shout. if (GetLocalInt(OBJECT_SELF,"FIGHT_OR_FLIGHT") == 1 && GetLocalInt(OBJECT_SELF,"RETREATED") == 0) { //The int is to help make sure dead creatures lying on //the ground are not counted toward f_OurCR. SetLocalInt(OBJECT_SELF,"FOF_DEAD",1); SpeakString("RETREAT_CHECK",TALKVOLUME_SILENT_TALK); } if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); /* Script generated by Lilac Soul's NWN Script Generator, v. 2.3 For download info, please visit: http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */ //Put this script OnDeath { object oPC = GetLastKiller(); while (GetIsObjectValid(GetMaster(oPC))) { oPC=GetMaster(oPC); } if (!GetIsPC(oPC)) return; int nInt; nInt=GetLocalInt(oPC, "NW_JOURNAL_ENTRYalain"); if (nInt < 1) return; AddJournalQuestEntry("alain", 2, oPC, TRUE, FALSE); } } } }}