generated from Jaysyn/ModuleTemplate
93 lines
3.2 KiB
Plaintext
93 lines
3.2 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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void main()
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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_ENTRYfeyri");
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if (nInt < 1)
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return;
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AddJournalQuestEntry("feyri", 2, oPC, TRUE, FALSE, FALSE);
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object oTarget;
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oTarget = OBJECT_SELF;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//the VFX will be applied to the WP's location instead
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GREATER_RUIN), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GREATER_RUIN), GetLocation(oTarget));
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}
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