All pastes #509679 Raw Edit

Mine

public cpp v1 · immutable
·published 2007-05-25 16:13 UTC
rendered paste body
//::////////////////////////////////////////////////////:: 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();	}}