Added henchman rental
Many areas, items, and creatures were adjusted for balance and aesthetics.
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122
_module/nss/69_hen_conv.nss
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122
_module/nss/69_hen_conv.nss
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//:://////////////////////////////////////////////////
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//:: 69_HEN_CONV
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/*
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OnDialogue event handler for henchmen/associates.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 01/05/2003
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//:: Modified: 69MEH69 Sep2004
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//:://////////////////////////////////////////////////
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#include "69_inc_henai"
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#include "x0_i0_henchman"
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//* GeorgZ - Put in a fix for henchmen talking even if they are petrified
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int AbleToTalk(object oSelf)
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{
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if (GetHasEffect(EFFECT_TYPE_CONFUSED, oSelf) || GetHasEffect(EFFECT_TYPE_DOMINATED, oSelf) ||
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GetHasEffect(EFFECT_TYPE_PETRIFY, oSelf) || GetHasEffect(EFFECT_TYPE_PARALYZE, oSelf) ||
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GetHasEffect(EFFECT_TYPE_STUNNED, oSelf) || GetHasEffect(EFFECT_TYPE_FRIGHTENED, oSelf)
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)
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{
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return FALSE;
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}
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return TRUE;
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}
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void main()
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{
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// * XP2, special handling code for interjections
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// * This script only fires if someone inits with me.
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// * with that in mind, I am now clearing any interjections
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// * that the character might have on themselves.
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if (GetLocalInt(GetModule(), "X2_L_XP2") == TRUE)
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{
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SetLocalInt(OBJECT_SELF, "X2_BANTER_TRY", 0);
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SetHasInterjection(GetMaster(OBJECT_SELF), FALSE);
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SetLocalInt(OBJECT_SELF, "X0_L_BUSY_SPEAKING_ONE_LINER", 0);
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SetOneLiner(FALSE, 0);
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}
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object oShouter = GetLastSpeaker();
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if (GetIsHenchmanDying() == TRUE)
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{
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return;
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}
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object oMaster = GetMaster();
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int nMatch = GetListenPatternNumber();
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object oIntruder;
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if (nMatch == -1)
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{
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// * September 2 2003
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// * Added the GetIsCommandable check back in so that
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// * Henchman cannot be interrupted when they are walking away
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if (GetCommandable(OBJECT_SELF) == TRUE && AbleToTalk(OBJECT_SELF)
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&& (GetCurrentAction() != ACTION_OPENLOCK))
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{ //SetCommandable(TRUE);
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ClearActions(CLEAR_X0_CH_HEN_CONV_26);
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string sDialogFileToUse = GetDialogFileToUse(GetLastSpeaker());
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BeginConversation(sDialogFileToUse);
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}
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}
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else
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{
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// listening pattern matched
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if (GetIsObjectValid(oMaster))
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{
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// we have a master, only listen to them
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// * Nov 2003 - Added an AbleToTalk, so that henchmen
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// * do not respond to orders when 'frozen'
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if (GetIsObjectValid(oShouter) && oMaster == oShouter && AbleToTalk(OBJECT_SELF)) {
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SetCommandable(TRUE);
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bkRespondToHenchmenShout(oShouter, nMatch, oIntruder);
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}
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}
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// we don't have a master, behave in default way
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else if (GetIsObjectValid(oShouter)
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&& !GetIsPC(oShouter)
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&& GetIsFriend(oShouter)) {
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object oIntruder = OBJECT_INVALID;
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// Determine the intruder if any
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if(nMatch == 4) {
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oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
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}
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else if (nMatch == 5) {
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oIntruder = GetLastHostileActor(oShouter);
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if(!GetIsObjectValid(oIntruder)) {
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oIntruder = GetAttemptedAttackTarget();
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if(!GetIsObjectValid(oIntruder)) {
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oIntruder = GetAttemptedSpellTarget();
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}
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}
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}
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// Actually respond to the shout
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RespondToShout(oShouter, nMatch, oIntruder);
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}
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}
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// Signal user-defined event
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if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) {
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
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}
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}
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