MMD_PRC8/_module/nss/0e_ch_7_ondeath.nss
Jaysyn904 d77404f157 2025/07/15 Update
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.
2025-07-15 22:19:46 -04:00

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"));
}