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