MMD_PRC8/_module/nss/0e_c2_7_ondeath.nss
Jaysyn904 6b49325c35 2025/07/20 Update
Updated PEPS AI.
2025-07-20 11:58:23 -04:00

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/*//////////////////////////////////////////////////////////////////////////////
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"));
}