165 lines
7.0 KiB
Plaintext
165 lines
7.0 KiB
Plaintext
|
/*/////////////////////// [On Death] ///////////////////////////////////////////
|
||
|
Filename: J_AI_OnDeath or nw_c2_default7
|
||
|
///////////////////////// [On Death] ///////////////////////////////////////////
|
||
|
Speeded up no end, when compiling, with seperate Include.
|
||
|
Cleans up all un-droppable items, all ints and all local things when destroyed.
|
||
|
|
||
|
Check down near the bottom for a good place to add XP or corpse lines ;-)
|
||
|
///////////////////////// [History] ////////////////////////////////////////////
|
||
|
1.3 - Added in Turn of corpses toggle
|
||
|
- Added in appropriate space for XP awards, marked with ideas (effect death)
|
||
|
1.4 - Removed the redudnant notes on the "You have gained 0 experience" message
|
||
|
///////////////////////// [Workings] ///////////////////////////////////////////
|
||
|
You can edit this for experience, there is a seperate section for it.
|
||
|
|
||
|
It will use DeathCheck to execute a cleanup-and-destroy script, that removes
|
||
|
any coprse, named "j_ai_destroyself".
|
||
|
///////////////////////// [Arguments] //////////////////////////////////////////
|
||
|
Arguments: GetLastKiller.
|
||
|
///////////////////////// [On Death] /////////////////////////////////////////*/
|
||
|
|
||
|
// We only require the constants/debug file. We have 1 function, not worth another include.
|
||
|
#include "J_INC_CONSTANTS"
|
||
|
|
||
|
// We need a wrapper. If the amount of deaths, got in this, is not equal to iDeaths,
|
||
|
// we don't execute the script, else we do. :-P
|
||
|
void DeathCheck(int nDeaths);
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// If we are set to, don't fire this script at all
|
||
|
if(GetAIInteger(I_AM_TOTALLY_DEAD)) return;
|
||
|
|
||
|
// Pre-death-event. Returns TRUE if we interrupt this script call.
|
||
|
if(FirePreUserEvent(AI_FLAG_UDE_DEATH_PRE_EVENT, EVENT_DEATH_PRE_EVENT)) return;
|
||
|
|
||
|
// Note: No AI on/off check here.
|
||
|
|
||
|
// Who killed us? (alignment changing, debug, XP).
|
||
|
object oKiller = GetLastKiller();
|
||
|
|
||
|
// Stops if we just applied EffectDeath to ourselves.
|
||
|
if(GetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH)) return;
|
||
|
|
||
|
// Special: To stop giving out multiple amounts of XP, we use EffectDeath
|
||
|
// to change the killer, so the XP systems will NOT award MORE XP.
|
||
|
// - Even the default one suffers from this!
|
||
|
if(GetAIInteger(WE_HAVE_DIED_ONCE))
|
||
|
{
|
||
|
if(!GetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH))
|
||
|
{
|
||
|
// Don't apply effect death to self more then once per 2 seconds.
|
||
|
SetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH, 2.0);
|
||
|
// This should make the last killer us.
|
||
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), OBJECT_SELF);
|
||
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(GetMaxHitPoints()), OBJECT_SELF);
|
||
|
}
|
||
|
}
|
||
|
else if(oKiller != OBJECT_SELF)
|
||
|
{
|
||
|
// Set have died once, stops giving out mulitple amounts of XP.
|
||
|
SetAIInteger(WE_HAVE_DIED_ONCE, TRUE);
|
||
|
|
||
|
/*/////////////////////// [Experience] /////////////////////////////////////////
|
||
|
THIS is the place for it, below this comment.
|
||
|
|
||
|
It is useful to use GetFirstFactionMember (and Next), GiveXPToCreature,
|
||
|
GetXP, SetXP, GetChallengeRating (of self) all are really useful.
|
||
|
|
||
|
Bug note: GetFirstFactionMember/Next with the PC parameter means either ONLY PC,
|
||
|
and so NPC henchmen, unless FALSE is used, will not be even recognised.
|
||
|
///////////////////////// [Experience] ///////////////////////////////////////*/
|
||
|
// Do XP things (Use object "oKiller" for who killed us).
|
||
|
|
||
|
|
||
|
|
||
|
/*/////////////////////// [Experience] ///////////////////////////////////////*/
|
||
|
}
|
||
|
|
||
|
// Note: Here we do a simple way of checking how many times we have died.
|
||
|
// Nothing special. Debugging most useful aspect.
|
||
|
int nDeathCounterNew = GetAIInteger(AMOUNT_OF_DEATHS);
|
||
|
nDeathCounterNew++;
|
||
|
SetAIInteger(AMOUNT_OF_DEATHS, nDeathCounterNew);
|
||
|
|
||
|
// Here is the last time (in game seconds) we died. It is used in the executed script
|
||
|
// to make sure we don't prematurly remove areselves.
|
||
|
|
||
|
// We may want some sort of visual effect - like implosion or something, to fire.
|
||
|
int nDeathEffect = GetAIConstant(AI_DEATH_VISUAL_EFFECT);
|
||
|
|
||
|
// Valid constants from 0 and up. Apply to our location (not to us, who will go!)
|
||
|
if(nDeathEffect >= 0)
|
||
|
{
|
||
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(nDeathEffect), GetLocation(OBJECT_SELF));
|
||
|
}
|
||
|
// Default Commoner alignment changing. (If the commoner is not evil!)
|
||
|
if(GetLevelByClass(CLASS_TYPE_COMMONER) > 0 &&
|
||
|
GetAlignmentGoodEvil(OBJECT_SELF) != ALIGNMENT_EVIL &&
|
||
|
!GetSpawnInCondition(AI_FLAG_OTHER_NO_COMMONER_ALIGNMENT_CHANGE, AI_OTHER_MASTER))
|
||
|
{
|
||
|
if(GetIsPC(oKiller))
|
||
|
{
|
||
|
AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If it is a summon, henchmen or familar of a PC, we adust the PC itself
|
||
|
// Clever, eh?
|
||
|
object oMaster = GetMaster(oKiller);
|
||
|
if(GetIsObjectValid(oMaster) && GetIsPC(oMaster))
|
||
|
{
|
||
|
AdjustAlignment(oMaster, ALIGNMENT_EVIL, 5);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Always shout when we are killed. Reactions - Morale penalty, and
|
||
|
// attack the killer.
|
||
|
AISpeakString(AI_SHOUT_I_WAS_KILLED);
|
||
|
|
||
|
// Speaks the set death speak, like "AGGGGGGGGGGGGGGGGGGG!! NOOOO!" for instance :-)
|
||
|
// Note for 1.4: No need for "CanSpeak()" for this, of course.
|
||
|
SpeakArrayString(AI_TALK_ON_DEATH);
|
||
|
|
||
|
// First check - do we use "destroyable corpses" or not? (default, yes)
|
||
|
if(!GetSpawnInCondition(AI_FLAG_OTHER_TURN_OFF_CORPSES, AI_OTHER_MASTER))
|
||
|
{
|
||
|
// We will actually dissapear after 30.0 seconds if not raised.
|
||
|
int nTime = GetAIInteger(AI_CORPSE_DESTROY_TIME);
|
||
|
if(nTime == 0) // Error checking
|
||
|
{
|
||
|
nTime = 30;
|
||
|
}
|
||
|
// 64: "[Death] Checking corpse status in " + IntToString(nTime) + " [Killer] " + GetName(oKiller) + " [Times Died Now] " + IntToString(nDeathCounterNew)
|
||
|
DebugActionSpeakByInt(64, oKiller, nTime, IntToString(nDeathCounterNew));
|
||
|
// Delay check
|
||
|
DelayCommand(IntToFloat(nTime), DeathCheck(nDeathCounterNew));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/************************ [Alternative Corpses] ********************************
|
||
|
This is where you can add some alternative corpse code - EG looting
|
||
|
and so on, without disrupting the rest of the AI (as the corpses
|
||
|
are turned off).
|
||
|
************************* [Alternative Corpses] *******************************/
|
||
|
// Add alternative corpse code here
|
||
|
|
||
|
|
||
|
/************************ [Alternative Corpses] *******************************/
|
||
|
}
|
||
|
// Signal the death event.
|
||
|
FireUserEvent(AI_FLAG_UDE_DEATH_EVENT, EVENT_DEATH_EVENT);
|
||
|
}
|
||
|
|
||
|
// We need a wrapper. If the amount of deaths, got in this, is not equal to iDeaths,
|
||
|
// we don't execute the script, else we do. :-P
|
||
|
void DeathCheck(int nDeaths)
|
||
|
{
|
||
|
// Do the deaths imputted equal the amount we have suffered?
|
||
|
if(GetAIInteger(AMOUNT_OF_DEATHS) == nDeaths)
|
||
|
{
|
||
|
// - This now includes a check for Bioware's lootable functions and using them.
|
||
|
ExecuteScript(FILE_DEATH_CLEANUP, OBJECT_SELF);
|
||
|
}
|
||
|
}
|