Added PEPS AI. Updated module name. Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance. Set Constructs, Undead, Outsiders & Elementals to not require food or drink. Full compile.
42 lines
1.5 KiB
Plaintext
42 lines
1.5 KiB
Plaintext
/*//////////////////////////////////////////////////////////////////////////////
|
|
Script: 0e_ch_7_ondeath
|
|
Programmer: Philos
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
Associate OnSpawn script;
|
|
This fires when an associate dies.
|
|
*///////////////////////////////////////////////////////////////////////////////
|
|
#include "0i_module"
|
|
void main()
|
|
{
|
|
object oCreature = OBJECT_SELF;
|
|
// Added code to allow for permanent associates in the battle!
|
|
if(AI_DEBUG) ai_Debug("0e_ch_7_ondeath", "13", GetName(oCreature) + " has died!" +
|
|
" AI_RULE_PERM_ASSOC: " + IntToString(GetLocalInt(GetModule(), AI_RULE_PERM_ASSOC)));
|
|
object oModule = GetModule();
|
|
if(GetLocalInt(oModule, AI_RULE_PERM_ASSOC))
|
|
{
|
|
object oAssociate;
|
|
int nIndex;
|
|
for(nIndex = 2; nIndex < 5; nIndex++)
|
|
{
|
|
oAssociate = GetAssociate(nIndex, oCreature);
|
|
if(oAssociate != OBJECT_INVALID)
|
|
{
|
|
SetIsDestroyable(FALSE, FALSE, FALSE);
|
|
ChangeFaction(oAssociate, oCreature);
|
|
}
|
|
}
|
|
}
|
|
// Remove the widget!
|
|
object oPC = GetMaster(oCreature);
|
|
if(oPC != OBJECT_INVALID)
|
|
{
|
|
NuiDestroy(oPC, NuiFindWindow(oPC, ai_GetAssociateType(oPC, oCreature) + AI_WIDGET_NUI));
|
|
DelayCommand(0.5, ai_CheckXPPartyScale(oCreature));
|
|
DelayCommand(2.0, ai_ClearCreatureActions(TRUE));
|
|
}
|
|
DelayCommand(2.0, ai_ClearCombatState(oCreature));
|
|
ExecuteScript(GetLocalString(oCreature, "AI_ON_DEATH"));
|
|
}
|
|
|