#include "give_custom_exp" #include "x2_inc_compon" #include "x0_i0_spawncond" void main() { int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); object oKiller = GetLastKiller(); if( GetLocalInt( OBJECT_SELF, "AlreadyDyingEXP" ) == 1 ) { return; } // 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); object oTarget = GetObjectByTag("WP_YINYANG"); object oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, "yinyang_portal", GetLocation(oTarget)); ////xp script stuff//// if( !GetIsPC( OBJECT_SELF )) { give_custom_exp( GetLastKiller(), OBJECT_SELF, 0 ); } if (GetLastKiller() != OBJECT_SELF) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), OBJECT_SELF); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(99000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_TWENTY), OBJECT_SELF); return; } ExecuteScript("prc_npc_death", OBJECT_SELF); }