This trigger fires when a mobile is just about to die and can be caught by the room in which they die or by any mobiles or objects present in the room.
@n, @attacker - The attacker, if any, that killed the mob.
@t, @victim - The mob that has died, just before he is purged and before any catch_death_act is called.
@x, @victimName - The name of the mobile that died.
@deathType - The manner of death occurring.
Unlike the catch_death_act trigger this particular trigger allows for you to save the victim if your script is so inclined. To save the victim you MUST return the value 1. Anything else will assume the mobile was not saved (although any other preempt_death_act may still save the mobile. If your script does save the mobile then any other queued preempt_death_acts will not run. Even though you return 1 you will probably want to udpate the mobile's position and hitpoints. If the mobile is still in the "dead" position after returning 1, then the position will automatically be updated to mortally wounded.
The type of death occuring can be determined by the value of @deathType. So far the following values exist:
airLack - this occurs when the mobile drowns
damage - this generally occurs in combat
deathtrap - sucker hit a deathtrap
fall - this occurs when fly wear off
gladiator - gladiator mode death
noPenalty - no panalty death (noobs usually)
pkill - killed by another player
rebirth - player has enabled rebirth
slay - npcslay or one of the other slay commands
sunlight - this occurs when vampires get roasted in the sun
waterLack - this occurs when a waterOnly mobile is out of water |