/*/////////////////////// [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); } }