74 lines
2.5 KiB
Plaintext
74 lines
2.5 KiB
Plaintext
//:://////////////////////////////////////////////////
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//:: zep_restded_deth
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/*
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Modified Default OnDeath event handler for NPCs.
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(modified by Loki Hakanin of the CEP team)
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Adjusts killer's alignment if appropriate and
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alerts allies to our death.
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**************************************
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NOTE FROM LOKI
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**************************************
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Since this is designed to be used with the Restless Dead
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Creature in the CEP, it is designed to randomly respawn a new
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Restless Dead a random % of the time (this is defined in the
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constant ZEP_RESTLESS_DEAD_RESPAWN_CHANCE in the zep_inc_monster
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file).
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Modified by: Loki Hakanin
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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#include "x2_inc_compon"
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#include "x0_i0_spawncond"
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#include "zep_inc_monster"
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void main()
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{
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int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
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int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
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object oKiller = GetLastKiller();
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// If we're a good/neutral commoner,
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// adjust the killer's alignment evil
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if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
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{
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AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
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}
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// Call to allies to let them know we're dead
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SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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// NOTE: the OnDeath user-defined event does not
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// trigger reliably and should probably be removed
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if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1007));
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}
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craft_drop_items(oKiller);
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//**************************************************
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//************** Begin code block by Loki **********
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//**************************************************
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//Generate a percentile roll (0-99) and check if it
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//is strictly les than the respawn chance.
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int nRandomChance=Random(100);
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//If our random number is less than the respawn chance,
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//we have a respawn. Respawn is handled by the
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//restless dead respawn placable, so we'll just drop one
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//here.
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if (nRandomChance < ZEP_RESTLESS_DEAD_RESPAWN_CHANCE)
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{
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CreateObject(OBJECT_TYPE_PLACEABLE,"zep_restded_resp",GetLocation(OBJECT_SELF));
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}
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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ExecuteScript("prc_pwondeath", OBJECT_SELF);
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}
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