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HeroesStone_PRC8/_module/nss/pcwerewolfdeath.nss
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//::///////////////////////////////////////////////
//:: 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"
void main()
{
object oPlayer = GetFirstPC();
object oDeadNPC = OBJECT_SELF;
//location lCorpseLoc = GetLocation(oDeadNPC);
//werewolfstuff
//Set up variables
//effect eMorph = EffectPolymorph(POLYMORPH_TYPE_WEREWOLF);
//Make sure the PC we're looking at is valid, and keep cycling until the last PC
while (GetIsObjectValid(oPlayer))
{
if(GetLocalInt(oPlayer, "HAS_WEREWOLF_EFFECT") == 1)
{
int iCurHP = GetCurrentHitPoints(oPlayer);
int blarg = iCurHP-1;
effect eWolfDead = EffectDamage(blarg,DAMAGE_TYPE_MAGICAL,DAMAGE_POWER_NORMAL);
object oWerewolf= GetLocalObject(oPlayer,"MY_WOLF");
location lCorpseLoc = GetLocation(oWerewolf);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eWolfDead,oPlayer);
AssignCommand(oPlayer,JumpToLocation(lCorpseLoc));
SetLocalInt(oPlayer, "wolfdead", 1);
}
oPlayer = GetNextPC();
}
//end werewolf stuff
}