50 lines
1.5 KiB
Plaintext
50 lines
1.5 KiB
Plaintext
//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT7
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/*
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Default OnDeath event handler for NPCs.
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Adjusts killer's alignment if appropriate and
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alerts allies to our death.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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#include "x2_inc_compon"
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#include "x0_i0_spawncond"
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void main()
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{
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ExecuteScript("sf_xp", OBJECT_SELF);
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location lDeath = GetLocation(OBJECT_SELF);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY,EffectVisualEffect( VFX_FNF_SUMMON_CELESTIAL ), lDeath, 3.0);
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int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
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int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
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object oKiller = GetLastKiller();
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// If we're a good/neutral commoner,
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// adjust the killer's alignment evil
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if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
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{
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AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
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}
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// Call to allies to let them know we're dead
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//SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
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//Shout Attack my target, only works with the On Spawn In setup
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//SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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// NOTE: the OnDeath user-defined event does not
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// trigger reliably and should probably be removed
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//if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
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//{
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// SignalEvent(OBJECT_SELF, EventUserDefined(1007));
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//}
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//craft_drop_items(oKiller);
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}
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