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HeroesStone_PRC8/_module/nss/nwdefault7_feypo.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
void main()
{
object oPC = GetLastKiller();
while (GetIsObjectValid(GetMaster(oPC)))
{
oPC=GetMaster(oPC);
}
if (!GetIsPC(oPC)) return;
int nInt;
nInt=GetLocalInt(oPC, "NW_JOURNAL_ENTRYfeyri");
if (nInt < 1)
return;
AddJournalQuestEntry("feyri", 2, oPC, TRUE, FALSE, FALSE);
object oTarget;
oTarget = OBJECT_SELF;
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GREATER_RUIN), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GREATER_RUIN), GetLocation(oTarget));
}