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//:://////////////////////////////////////////////////
//:: 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 "se_drop_weapons"
#include "se_respawn_inc"
#include "x2_inc_compon"
#include "x0_i0_spawncond"
#include "_kb_loot_corpse"
void main()
{
{ SE_DoCreatureRespawn(); }
SE_DropHandSlot(OBJECT_SELF,INVENTORY_SLOT_LEFTHAND,180.0,TRUE);
SE_DropHandSlot(OBJECT_SELF,INVENTORY_SLOT_RIGHTHAND,180.0,TRUE);
//--------Scarface's XP System.
ExecuteScript("sf_xp", OBJECT_SELF);
//--------End
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));
}
LeaveCorpse();
}