EN4_PRC8/_module/nss/en4_m_death.nss

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//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT7
/*
Default OnDeath event handler for NPCs.
Adjusts killer's alignment if appropriate and
alerts allies to our death.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
#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 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);
ExecuteScript("en4_mobdeath",OBJECT_SELF);
string sTag;
if (GetLocalInt(GetLastKiller(),"EvilQuest")==4)
{
sTag = "en4_rkross2";
//Make PC Neutral to Undead so that fight with Kross is hopefully solo
object oPC = GetLastKiller();
object oPartyMember = GetFirstFactionMember(oPC, TRUE);
while (GetIsObjectValid(oPartyMember) == TRUE)
{
AdjustReputation(oPC,OBJECT_SELF,50);
oPartyMember = GetNextFactionMember(oPC, TRUE);
}
}
else
sTag = "en3_angellord";
location lLoc;
lLoc = GetLocation(OBJECT_SELF);
CreateObject(OBJECT_TYPE_CREATURE,sTag,lLoc);
}