//::///////////////////////////////////////////////////////////////////////////////////////
//:: Default:On Death
//:: NW_C2_DEFAULT7
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Shouts to allies that they have been killed
*/
///:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "jw_exp_giver"

void main()
{
    int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
    int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
    if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
    {
        object oKiller = GetLastKiller();
        AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
    }

    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);
    if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
    {
        SignalEvent(OBJECT_SELF, EventUserDefined(1007));
    }
    //Create stone on altar
    object oAltar = GetNearestObjectByTag("NK_FP_ALTAR", OBJECT_SELF, 1);
    SetLocalInt(oAltar, "PRIESTDEAD", 1);



object oPC=GetLastKiller();


givexp(OBJECT_SELF,GetLastKiller());
ExecuteScript("prc_npc_death", OBJECT_SELF);
}