2025/07/28 Update
Added PEPS AI Full compile.
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34
_module/nss/0e_c2_7_ondeath.nss
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34
_module/nss/0e_c2_7_ondeath.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: 0e_c2_7_ondeath
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnDeath script;
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This fires when the creature dies.
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*////////////////////////////////////////////////////////////////////////////////
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#include "0i_module"
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void main()
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{
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object oCreature = OBJECT_SELF;
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// Added code to allow for permanent associates in the battle!
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object oModule = GetModule();
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if(AI_DEBUG) ai_Debug("0e_c2_7_ondeath", "14", "AI_RULE_PERM_ASSOC: " + IntToString(GetLocalInt(oModule, AI_RULE_PERM_ASSOC)));
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if(GetLocalInt(oModule, AI_RULE_PERM_ASSOC))
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{
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object oAssociate;
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int nIndex;
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for(nIndex = 2; nIndex < 6; nIndex++)
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{
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oAssociate = GetAssociate(nIndex, oCreature);
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if(oAssociate != OBJECT_INVALID)
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{
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SetIsDestroyable(FALSE, FALSE, FALSE, oAssociate);
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DelayCommand(0.1, ChangeToStandardFaction(oAssociate, STANDARD_FACTION_HOSTILE));
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DelayCommand(3.0, SetIsDestroyable(TRUE, FALSE, FALSE, oAssociate));
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}
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}
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}
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if(GetLocalInt(oModule, AI_RULE_CORPSES_STAY)) SetIsDestroyable(FALSE, FALSE, TRUE);
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ai_ClearCombatState(oCreature);
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ExecuteScript(GetLocalString(oCreature, "AI_ON_DEATH"));
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}
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