// // NESS V8.1 // Spawn On Close Corpse // // Brought into the NESS distribution for Version 8.0 and beyond. Original // header below. Added code to cause immediate decay when emptied. // //////////////////////////////////////////////////////////////////////////////// // // // // _kb_corpse_sound // VERSION 1.0 // // // // // by Keron Blackfeld on 07/17/2002 //////////////////////////// // // // email Questions and Comments to: keron@broadswordgaming.com or catch me // // in Bioware's NWN Community - Builder's NWN Scripting Forum // // // //////////////////////////////////////////////////////////////////////////////// // // // This script is a simple, albeit weak, attempt to mask the default DOOR // // sounds tied to the invisible lootable object. Please this in both the // // onOpened and onClosed Events of the "invis_corpse_obj" described in my // // _kb_lootable_corpse script. // // // //////////////////////////////////////////////////////////////////////////////// #include "spawn_functions" void main() { effect eQuiet = EffectSilence(); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eQuiet, OBJECT_SELF, 120.0f); PlaySound("as_sw_chestcl1"); object oHasInventory = GetFirstItemInInventory(OBJECT_SELF); //Check for inventory if (oHasInventory == OBJECT_INVALID) //If no inventory found { /******************************************* ** Delete empty. ** *******************************************/ object oHostCorpse = GetLocalObject(OBJECT_SELF, "HostBody"); NESS_CleanCorpse(oHostCorpse); AssignCommand(oHostCorpse,SetIsDestroyable(TRUE,FALSE,FALSE)); //Set actual corpse to destroyable DestroyObject(oHostCorpse); //Delete the actual Creature Corpse DelayCommand(1.0f,DestroyObject(OBJECT_SELF)); //Delete Lootable Object (Self) } }