generated from Jaysyn/ModuleTemplate
55 lines
1.6 KiB
Plaintext
55 lines
1.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: On Death
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//::
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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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#include "no_lib_data"
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#include "no_inc"
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void main()
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{
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//float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
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//corpse decay deactivated for Murray module
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float fDieDelay = 10.0;
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ClearAllActions();
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//broadcast death
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SpeakString( "BC_DEAD", TALKVOLUME_SILENT_TALK );
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//PrintString( GetName( OBJECT_SELF ) + " killed by " + GetName( GetLastKiller() ) );
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if ( GetName( GetItemInSlot( INVENTORY_SLOT_CARMOUR, OBJECT_SELF ) ) == "Balor Properties" )
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{
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ExecuteScript( "nw_s3_balordeth", OBJECT_SELF );
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}
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DelayCommand( fDieDelay, ExecuteScript( "no_scr_cleanvars", OBJECT_SELF ) );
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DelayCommand( fDieDelay + 0.5, ExecuteScript( "no_scr_excorpse", OBJECT_SELF ) );
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//signal death to userdef
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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. 1.6
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For download info, please visit:
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http://www.lilacsoul.revility.com */
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//Put this OnDeath
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object oPC = GetLastKiller();
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if (!GetIsPC(oPC)) return;
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int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));
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if (DoOnce==TRUE) return;
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SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
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ActionSpeakString("*The priest utters a bestial growl* No! I was to...I was to become one of the chosen..no...Master! Save me! Give me the power...I shall..consume their flesh..no...*With his last breath, the priest falls*");
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}
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