//////////////////////////////////////////////////////////////////////////////// // // NPC On Death // nw_c2_default7 // by Don Anderson // dandersonru@msn.com // // There are now 4 Separate XP Systems You can use =). /* Module Slider Set to 0 1) My PW XP System (NO Powerlevelling and NO Party Restrictions) 2) Knat's PWFXP v2.0 (Nice System with a bunch a configs) 3) ScrewTape's DMG XP System (Very Nice DMG XP System) Module Slider Set to Desired Level 4) Bioware Default Make all the settings in the system you will be using. Each is completely separate and can not be used together. Just 'flip' the switches below. */ //////////////////////////////////////////////////////////////////////////////// #include "oai_inc_ai" #include "x2_inc_compon" #include "x0_i0_spawncond" //#include "prc_inc_clsfunc" void main () { object oMod = GetModule(); object oNPC = OBJECT_SELF; object oTarget = GetLastKiller(); //Trolls if(GetBattleCondition(OAI_ROLE_TROLL)) { if(!TrollDeath()) return; } /******************************************************************************/ //: CUSTOM DEATH ADDITONS BELOW HERE //Custom Scripts you Need to Execute ExecuteScript("oai_cust_death", OBJECT_SELF); //: CUSTOM DEATH ADDITONS ABOVE HERE /******************************************************************************/ //Is it an Illusion? if(GetLocalInt(oNPC, "OAI_ILLUSION_DC") > 0 && GetIsObjectValid(oTarget)) { if(BreakIllusion(oTarget)) {} } //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); //FOF: Sparks a RETREAT_CHECK among allies upon death via a shout. if(GetLocalInt(OBJECT_SELF,"FIGHT_OR_FLIGHT") == 1 && GetLocalInt(OBJECT_SELF,"RETREATED") == 0) { //The int is to help make sure dead creatures lying on //the ground are not counted toward f_OurCR. SetLocalInt(OBJECT_SELF,"FOF_DEAD",1); SpeakString("RETREAT_CHECK",TALKVOLUME_SILENT_TALK); } //Not Reliable....but left for probers =) if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(oNPC, EventUserDefined(1007)); } craft_drop_items(oTarget); //Process Dead Creatures ExecuteScript("oai_proc_dead", oNPC); }