Shargast_PRC8/_module/Chapter 1/nss/shardrecovery1.nss
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//:://////////////////////////////////////////////////
//:: 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"
#include "se_respawn_inc"
void main()
{
///////////////////////////////////////
/* Scarface's XP/GP System */
///////////////////////////////////////
/* Fire SFXPS Script */
ExecuteScript("sf_xp", OBJECT_SELF);
/* */
///////////////////////////////////////
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);
// Do not respawn creature if tagged with _NSP eg. NW_GOBLINA_NSP
if (FindSubString(GetTag(OBJECT_SELF), "NSP") > -1)
return;
{ SE_DoCreatureRespawn(); }
{
object oPC = GetLastKiller();
if (!GetIsPC(oPC)) return;
object oTarget;
oTarget = OBJECT_SELF;
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget));
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), GetLocation(oTarget));
//add in to the top of the ondeath of the creature ffbj
}
//the following is the body of the script. I just left the void
//main in so it would compile.
object oBoss = OBJECT_SELF;//code begins
object oPC = GetLastHostileActor(oBoss);
object oArea = GetArea(oBoss);
string sBoss = GetName(oBoss);
string sPC = GetName(oPC);
string sArea = GetName(oArea);
object oPlayer = GetFirstPC();
if (GetIsDead(oBoss))
while (oPlayer != OBJECT_INVALID)
{ string sMessage = (sBoss + " was killed by "+sPC+" in "+sArea);
SpeakString(sMessage, TALKVOLUME_SHOUT);
oPlayer = GetNextPC();
}//end of code
ExecuteScript("prc_npc_death", OBJECT_SELF);
ExecuteScript("prc_pwondeath", OBJECT_SELF);
}