#include "NW_I0_GENERIC"
void main()
{
       location lDeath = GetLocation(OBJECT_SELF);
      switch (d4()) {
                    case 1: SpeakString("It will take some time to reconstruct."); break;
                    case 2: SpeakString("Do you know no fear?"); break;
                    case 3: SpeakString("I am defeated!"); break;
                    case 4: SpeakString("Next time you will know fear!");
                    }


ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY,EffectVisualEffect( VFX_IMP_HARM ), lDeath, 10.0f);
       object oKiller = GetLastKiller();
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectBeam(VFX_BEAM_EVIL,OBJECT_SELF,BODY_NODE_CHEST) , oKiller, 7.0f);

 ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(1), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller);
 DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(2), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller));
   DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(2), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller));
    DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(2), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller));
     DelayCommand(4.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(2), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller));
      DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(2), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller));
       DelayCommand(6.0, ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(d6(2), DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_NORMAL) , oKiller));


    if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
    {
        SignalEvent(OBJECT_SELF, EventUserDefined(1007));
    }
    //ExecuteScript("sf_xp", OBJECT_SELF);
    ExecuteScript("prc_npc_death", OBJECT_SELF);
    ExecuteScript("prc_pwondeath", OBJECT_SELF);
}