//::////////////////////////////////////////////////// //:: 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() { location lDeath = GetLocation(OBJECT_SELF); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY,EffectVisualEffect( VFX_FNF_SUMMON_CELESTIAL ), lDeath, 3.0); 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("sf_xp", OBJECT_SELF); ExecuteScript("prc_npc_death", OBJECT_SELF); ExecuteScript("prc_pwondeath", OBJECT_SELF); }