//::////////////////////////////////////////////////// //:: zep_restded_deth /* Modified Default OnDeath event handler for NPCs. (modified by Loki Hakanin of the CEP team) Adjusts killer's alignment if appropriate and alerts allies to our death. ************************************** NOTE FROM LOKI ************************************** Since this is designed to be used with the Restless Dead Creature in the CEP, it is designed to randomly respawn a new Restless Dead a random % of the time (this is defined in the constant ZEP_RESTLESS_DEAD_RESPAWN_CHANCE in the zep_inc_monster file). */ //::////////////////////////////////////////////////// //:: Copyright (c) 2002 Floodgate Entertainment //:: Created By: Naomi Novik //:: Modified by: Loki Hakanin //:: Created On: 12/22/2002 //::////////////////////////////////////////////////// #include "x2_inc_compon" #include "x0_i0_spawncond" #include "zep_inc_monster" void main() { 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); //************************************************** //************** Begin code block by Loki ********** //************************************************** //Generate a percentile roll (0-99) and check if it //is strictly les than the respawn chance. int nRandomChance=Random(100); //If our random number is less than the respawn chance, //we have a respawn. Respawn is handled by the //restless dead respawn placable, so we'll just drop one //here. if (nRandomChance < ZEP_RESTLESS_DEAD_RESPAWN_CHANCE) { CreateObject(OBJECT_TYPE_PLACEABLE,"zep_restded_resp",GetLocation(OBJECT_SELF)); } ExecuteScript("prc_npc_death", OBJECT_SELF); ExecuteScript("prc_pwondeath", OBJECT_SELF); }