PoA_PRC8/_module/nss/dracodead.nss
Jaysyn904 8d97886c3f Changed folder name.
Changed folder name.
2022-10-07 21:08:37 -04:00

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//:://////////////////////////////////////////////////
//:: 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);
}