//::////////////////////////////////////////////////////:: 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"#include "_kb_loot_corpse"void main(){ExecuteScript("pwfxp",OBJECT_SELF); 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(); }}