//:://///////////////////////////////////////////// //:: 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" void main() { object oPlayer = GetFirstPC(); object oDeadNPC = OBJECT_SELF; //location lCorpseLoc = GetLocation(oDeadNPC); //werewolfstuff //Set up variables //effect eMorph = EffectPolymorph(POLYMORPH_TYPE_WEREWOLF); //Make sure the PC we're looking at is valid, and keep cycling until the last PC while (GetIsObjectValid(oPlayer)) { if(GetLocalInt(oPlayer, "HAS_WEREWOLF_EFFECT") == 1) { int iCurHP = GetCurrentHitPoints(oPlayer); int blarg = iCurHP-1; effect eWolfDead = EffectDamage(blarg,DAMAGE_TYPE_MAGICAL,DAMAGE_POWER_NORMAL); object oWerewolf= GetLocalObject(oPlayer,"MY_WOLF"); location lCorpseLoc = GetLocation(oWerewolf); ApplyEffectToObject(DURATION_TYPE_INSTANT,eWolfDead,oPlayer); AssignCommand(oPlayer,JumpToLocation(lCorpseLoc)); SetLocalInt(oPlayer, "wolfdead", 1); } oPlayer = GetNextPC(); } //end werewolf stuff }