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Initial Commit
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99
_module/nss/henchmanmng_arm.nss
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99
_module/nss/henchmanmng_arm.nss
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//::///////////////////////////////////////////////
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//:: FileName henchmanmng_arm
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//:://////////////////////////////////////////////
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//:: This script will cause the henchman to give the PC all their
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//:: armor within a bag of holding. The PC will arrange the
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//:: possessions, and then use dialog to give the bag back to the
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//:: henchman.
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//:://////////////////////////////////////////////
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//:: Created By: Pausanias
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//:://////////////////////////////////////////////
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#include "hench_i0_ident"
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#include "hench_i0_generic"
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void main()
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{
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object oItem, oBag;
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int i;
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// Set the variables
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// This variable is checked for in dialogue. HenchmanInv = 1
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// means that the PC has the Henchman's inventory.
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SetLocalInt(OBJECT_SELF, "HenchmanInv", 1);
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// Give the PC a bag of holding or other container.
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ExecuteScript("henchbagtype",OBJECT_SELF);
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string sBagTag = GetLocalString(OBJECT_SELF,"ContainerType");
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if (GetStringLength(sBagTag) < 2) sBagTag = "NW_IT_CONTAIN006";
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oBag = CreateItemOnObject(sBagTag, GetPCSpeaker(), 1);
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// If PC is low-level, the bag sometimes wont' identify for some reason.
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SetIdentified(oBag, TRUE);
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// The script henchmanequip will have to refer to this bag, so create
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// a pointer to it.
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SetLocalObject(OBJECT_SELF, "HenchBag", oBag);
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ClearAllActions();
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// First go through the backpack.
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// Now for some decency: we don't want the henchman to stand there
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// all naked (do we????), so we create a nice monk's outfit.
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object oDecency = GetLocalObject(OBJECT_SELF,"Decency");
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if (!GetIsObjectValid(oDecency) && GetIsHumanoid(GetRacialType(OBJECT_SELF)))
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{
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oDecency = CreateItemOnObject("NW_CLOTH016",OBJECT_SELF,1);
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DelayCommand(0.1,ActionEquipItem(oDecency,INVENTORY_SLOT_CHEST));
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SetLocalObject(OBJECT_SELF,"Decency",oDecency);
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}
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int iMaxGPIdentify = HenchGetMaxGPToIdentify();
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oItem = GetFirstItemInInventory(OBJECT_SELF);
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while (oItem != OBJECT_INVALID)
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{
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if (oItem != oDecency)
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{
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switch (GetBaseItemType(oItem))
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{
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case BASE_ITEM_ARMOR:
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case BASE_ITEM_CLOAK:
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case BASE_ITEM_BOOTS:
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case BASE_ITEM_HELMET:
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case BASE_ITEM_SMALLSHIELD:
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case BASE_ITEM_LARGESHIELD:
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case BASE_ITEM_TOWERSHIELD:
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HenchIdentifyItem(oItem, iMaxGPIdentify);
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DelayCommand(0.2, ActionGiveItem(oItem, oBag));
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break;
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}
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}
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oItem = GetNextItemInInventory(OBJECT_SELF);
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}
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// Next go through all the equipped items. DO NOT transfer creature
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// items to the PC!
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for(i = 0; i < NUM_INVENTORY_SLOTS; ++i)
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{
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oItem = GetItemInSlot(i,OBJECT_SELF);
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if (oItem != OBJECT_INVALID && oItem != oDecency)
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{
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switch (GetBaseItemType(oItem))
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{
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case BASE_ITEM_ARMOR:
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case BASE_ITEM_CLOAK:
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case BASE_ITEM_BOOTS:
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case BASE_ITEM_HELMET:
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case BASE_ITEM_SMALLSHIELD:
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case BASE_ITEM_LARGESHIELD:
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case BASE_ITEM_TOWERSHIELD:
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SetIdentified(oItem, TRUE);
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DelayCommand(0.2, ActionGiveItem(oItem, oBag));
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break;
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}
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}
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}
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}
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