//:://///////////////////////////////////////////// //:: Name On Death Example script //:: FileName se_od_example //:: Copyright (c) 2005 Melnibone Corp. //::////////////////////////////////////////////// /* On Death of NPC example script */ //::////////////////////////////////////////////// //:: Created By: Sir Elric //:: Created On: 26th June, 2005 //::////////////////////////////////////////////// #include "x2_inc_compon" #include "x0_i0_spawncond" #include "se_drop_weapons" void main() { int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); object oKiller = GetLastKiller(); //Simple Drop Weapons v1.2 - OnDeath script example SE_DropHandSlot(OBJECT_SELF, INVENTORY_SLOT_LEFTHAND, 180.0, TRUE); SE_DropHandSlot(OBJECT_SELF, INVENTORY_SLOT_RIGHTHAND, 180.0, TRUE); // 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); ExecuteScript("prc_npc_death", OBJECT_SELF); ExecuteScript("prc_pwondeath", OBJECT_SELF); }