//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT7
/*
  Default OnDeath event handler for NPCs.

  Adjusts killer's alignment if appropriate and
  alerts allies to our death.
 */
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////

#include "x2_inc_compon"
#include "x0_i0_spawncond"

void main()
{
ExecuteScript("sf_xp", OBJECT_SELF);

location lDeath = GetLocation(OBJECT_SELF);

ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY,EffectVisualEffect( VFX_FNF_SUMMON_CELESTIAL ), lDeath, 3.0);
    int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
    int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
    object oKiller = GetLastKiller();

    // If we're a good/neutral commoner,
    // adjust the killer's alignment evil
    if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
    {
        AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
    }

    // Call to allies to let them know we're dead
    //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);

    // NOTE: the OnDeath user-defined event does not
    // trigger reliably and should probably be removed
    //if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
    //{
    //     SignalEvent(OBJECT_SELF, EventUserDefined(1007));
    //}
    //craft_drop_items(oKiller);
}