//:://///////////////////////////////////////////// //:: 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" 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)); } // Spawn the worg because the goblin has died location lLoc= GetLocation(OBJECT_SELF); effect eKnockdwn = ExtraordinaryEffect(EffectKnockdown()); object oSpawn = CreateObject(OBJECT_TYPE_CREATURE,"nw_worg",lLoc,FALSE); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdwn, oSpawn, 2.0); ExecuteScript("prc_npc_death", OBJECT_SELF); ExecuteScript("prc_pwondeath", OBJECT_SELF); }