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