generated from Jaysyn/ModuleTemplate
105 lines
3.2 KiB
Plaintext
105 lines
3.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name x2_def_ondeath
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Default OnDeath script
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner
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//:: Created On: June 11/03
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//:://////////////////////////////////////////////
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void main()
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{
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object oPC = GetLastKiller();
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if (!GetIsPC(oPC)) return;
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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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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_HIT_NEGATIVE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_HIT_NEGATIVE), GetLocation(oTarget));
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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_DISPEL_GREATER), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_GREATER), GetLocation(oTarget));
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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_WAIL_O_BANSHEES), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_WAIL_O_BANSHEES), GetLocation(oTarget));
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/* Script generated by
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Lilac Soul's NWN Script Generator, v. 2.2
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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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if (!GetIsPC(oPC)) return;
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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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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPECIAL_WHITE_BLUE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_SPECIAL_WHITE_BLUE), GetLocation(oTarget));
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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_DISPEL_DISJUNCTION), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_DISJUNCTION), GetLocation(oTarget));
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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_IMP_PULSE_NEGATIVE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE), GetLocation(oTarget));
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}
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}
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