//::////////////////////////////////////////////////// //:: 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 "se_drop_weapons" #include "se_respawn_inc" #include "x2_inc_compon" #include "x0_i0_spawncond" #include "_kb_loot_corpse" void main() { { SE_DoCreatureRespawn(); } SE_DropHandSlot(OBJECT_SELF,INVENTORY_SLOT_LEFTHAND,180.0,TRUE); SE_DropHandSlot(OBJECT_SELF,INVENTORY_SLOT_RIGHTHAND,180.0,TRUE); //--------Scarface's XP System. ExecuteScript("sf_xp", OBJECT_SELF); //--------End 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)); } LeaveCorpse(); }