//::////////////////////////////////////////////////// //:: 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); }