//::////////////////////////////////////////////////// //:: 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() { 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); int iFACTOR = 50; int iLvl = GetLevelByPosition(1) + GetLevelByPosition(2) + GetLevelByPosition(3); int iCR = FloatToInt(GetChallengeRating(OBJECT_SELF)); int iGold = FloatToInt((IntToFloat(iCR)/IntToFloat(iLvl)) * iFACTOR); //AssignCommand(GetModule(), SpeakString("Level: " + IntToString(iLvl), TALKVOLUME_SHOUT)); //AssignCommand(GetModule(), SpeakString("CR: " + IntToString(iCR), TALKVOLUME_SHOUT)); //AssignCommand(GetModule(), SpeakString("Gold: " + IntToString(iGold), TALKVOLUME_SHOUT)); if (iGold>150) iGold = 150; GiveGoldToCreature(oKiller, iGold); FloatingTextStringOnCreature("Monster death gives goldpieces: " + IntToString(iGold), oKiller); ExecuteScript("prc_npc_death", OBJECT_SELF); ExecuteScript("prc_pwondeath", OBJECT_SELF); }