//:://///////////////////////////////////////////// //:: On Death //:: //::////////////////////////////////////////////// /* Shouts to allies that they have been killed */ //::////////////////////////////////////////////// #include "no_lib_data" #include "no_inc" void main() { //float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" ); //corpse decay deactivated for Murray module float fDieDelay = 10.0; ClearAllActions(); //broadcast death SpeakString( "BC_DEAD", TALKVOLUME_SILENT_TALK ); //PrintString( GetName( OBJECT_SELF ) + " killed by " + GetName( GetLastKiller() ) ); if ( GetName( GetItemInSlot( INVENTORY_SLOT_CARMOUR, OBJECT_SELF ) ) == "Balor Properties" ) { ExecuteScript( "nw_s3_balordeth", OBJECT_SELF ); } DelayCommand( fDieDelay, ExecuteScript( "no_scr_cleanvars", OBJECT_SELF ) ); DelayCommand( fDieDelay + 0.5, ExecuteScript( "no_scr_excorpse", OBJECT_SELF ) ); //signal death to userdef SignalEvent( OBJECT_SELF, EventUserDefined( 1007 ) ); /* Script generated by Lilac Soul's NWN Script Generator, v. 1.6 For download info, please visit: http://www.lilacsoul.revility.com */ //Put this OnDeath object oPC = GetLastKiller(); if (!GetIsPC(oPC)) return; int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF)); if (DoOnce==TRUE) return; SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE); ActionSpeakString("*The priest utters a bestial growl* No! I was to...I was to become one of the chosen..no...Master! Save me! Give me the power...I shall..consume their flesh..no...*With his last breath, the priest falls*"); }