//::////////////////////////////////////////////////// //:: 69_hench_quit //:: Copyright (c) 2002 Floodgate Entertainment //::////////////////////////////////////////////////// /* Actions taken when a henchman quits/refuses his/her current/former master. */ //::////////////////////////////////////////////////// //:: Created By: 69MEH69 //:: Created On: Apr2005 //::////////////////////////////////////////////////// #include "x4_inc_functions" #include "69_hench_lib" #include "x3_inc_horse" void main() { object oPC = GetPCSpeaker(); SetLocalInt(OBJECT_SELF, "Gone", 1); SetIsDestroyable(TRUE, TRUE, TRUE); int nHenchPosition = GetLocalInt(OBJECT_SELF, "HenchPosition"); string sHenchPosition = IntToString(nHenchPosition); int nIsRanged = GetAssociateState(NW_ASC_USE_RANGED_WEAPON); string sHenchName = GetName(OBJECT_SELF); SetCampaignInt(CharacterDB(oPC), "HENCH_"+sHenchPosition+"_RANGED", nIsRanged); //Remove the horse the resurrected player is mounted - riding would be too good if you didn't lose your horse upon death. if (HorseGetIsMounted(OBJECT_SELF) == TRUE) { HorseInstantDismount(OBJECT_SELF); } StoreCampaignObject(CharacterDB(oPC), "HENCH_"+sHenchPosition, OBJECT_SELF); DelayCommand(1.0, SetCampaignString(CharacterDB(oPC), "HENCH_"+sHenchPosition+"_NAME", sHenchName)); DelayCommand(1.0, QuitHenchman69(oPC)); }