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56
_module/nss/yinyang_ondeath.nss
Normal file
56
_module/nss/yinyang_ondeath.nss
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#include "give_custom_exp"
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#include "x2_inc_compon"
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#include "x0_i0_spawncond"
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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( GetLocalInt( OBJECT_SELF, "AlreadyDyingEXP" ) == 1 )
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{
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return;
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}
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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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object oTarget = GetObjectByTag("WP_YINYANG");
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object oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, "yinyang_portal", GetLocation(oTarget));
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////xp script stuff////
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if( !GetIsPC( OBJECT_SELF ))
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{
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give_custom_exp( GetLastKiller(), OBJECT_SELF, 0 );
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}
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if (GetLastKiller() != OBJECT_SELF)
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(99000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY), OBJECT_SELF);
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return;
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}
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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}
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