PoA_PRC8/_module/nss/no_ai_dth.nss
Jaysyn904 bfbbd2f1ac Major update
Added several new undead models & facelifted overrides for other models.  Added dozens of new undead creatures from Libris Mortis & the monster manuals.  Added CODI Core AI.  Added NESS spawner system.  Added randomized respawning trap system.  Added undead feeding system.  Greatly revamped Catacombs & Halls of the Dead.  Updated nimtools.  Full compile.  Updated release archive.
2024-04-07 01:06:57 -04:00

33 lines
1.0 KiB
Plaintext

//::///////////////////////////////////////////////
//:: On Death
//::
//:://////////////////////////////////////////////
/*
Shouts to allies that they have been killed
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
//corpse decay deactivated for Murray module
float fDieDelay = 10.0;
ClearAllActions();
//broadcast death
SpeakString( "BC_DEAD", TALKVOLUME_SILENT_TALK );
//PrintString( GetName( OBJECT_SELF ) + " killed by " + GetName( GetLastKiller() ) );
if ( GetName( GetItemInSlot( INVENTORY_SLOT_CARMOUR, OBJECT_SELF ) ) == "Balor Properties" )
{
ExecuteScript( "nw_s3_balordeth", OBJECT_SELF );
}
DelayCommand( fDieDelay, ExecuteScript( "no_scr_cleanvars", OBJECT_SELF ) );
DelayCommand( fDieDelay + 0.5, ExecuteScript( "no_scr_excorpse", OBJECT_SELF ) );
//signal death to userdef
SignalEvent( OBJECT_SELF, EventUserDefined( 1007 ) );
}