Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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//::///////////////////////////////////////////////
//:: NW_C2_BOSSDIE
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This script fires when the boss monster dies.
It creates boss monster treasure on the creature.
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "NW_O2_CONINCLUDE"
void main()
{
object oSelf = OBJECT_SELF;
object oKiller = GetLastKiller();
int nAlign = GetAlignmentGoodEvil(oSelf);
int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
if(GetLevelByClass(CLASS_TYPE_COMMONER, oSelf)
&& (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
{
AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
}
if (GetIsObjectValid(oKiller))
{
// * If I have a master then use him to determine the treasure
if(GetIsObjectValid(GetMaster(oKiller)))
{
oKiller = GetMaster(oKiller);
}
// * generate boss treasure
// * May 13 2002: For some reason death seems able to happen multiple
// * times. Made it so that the treasure will only spawn once
if (GetLocalInt(oSelf, "NW_L_SPAWNTREASURE1X") == 0)
{
GenerateNPCTreasure(4, oSelf, oKiller);
SetLocalInt(oSelf, "NW_L_SPAWNTREASURE1X", 1);
}
}
else
AssignCommand(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC), SpeakString("No Killer!"));
SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
//Shout Attack my target, only works with the On Spawn In setup
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
SignalEvent(oSelf, EventUserDefined(1007));
ExecuteScript("prc_npc_death", oSelf);
ExecuteScript("prc_pwondeath", oSelf);
}