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HeroesStone_PRC8/_module/nss/nwdefault7_beqst.nss
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////////////////////////////////////////////////////////////////////////////////
// // //
// 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);
}
}
} }}