#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); }