2025/07/21 Update
Updated PEPS AI. Full compile.
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@@ -11,17 +11,19 @@ void main()
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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 = 1; nIndex < 5; 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);
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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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