// script: dragon_dmount // by Barry_1066 // 06/03/2009 // Variable PONY_ID string resref (resref of the horse to be spawned) // This variable is placed on the horse/pony blueprint. #include "x3_inc_horse" #include "nw_i0_generic" void main() { int iAppearance; int iTail; object oPC=OBJECT_SELF; string sResRef = GetLocalString(oPC,"PONY_ID"); SetLocalInt(oPC, "dragon_riding", FALSE); iAppearance = GetLocalInt(oPC, "CgApp"); sResRef = GetLocalString(oPC,"PONY_ID"); SetCreatureAppearanceType(oPC, iAppearance); iTail = GetLocalInt(oPC, "CgTail"); SetCreatureTailType(iTail, oPC); SetLocalInt(oPC,"bX3_IS_MOUNTED",FALSE); DeleteLocalString(oPC,"X3_HORSE_SCRIPT_DISMOUNT"); SetLocalInt(oPC, "VAR_HORSEMOUNT", 0);//horselord class variable object oTarget; location lPc = GetLocation(oPC); location lWyrmling = GetItemActivatedTargetLocation(); string sString = GetName(OBJECT_SELF); object oWyrmling = CreateObject(OBJECT_TYPE_CREATURE, sResRef, lPc, TRUE); /////////////////////////////////////// name the horse ////////////// // SetName (oWyrmling, GetName(GetItemActivator()) + "'s " + " Horse"); SetName (oWyrmling, sString + "'s " + " Horse"); ///////////////////////////////////////////////////////////////////// if (GetIsObjectValid(oWyrmling)) { AddHenchman(oPC, oWyrmling); }/* end then (valid owyrmling) */ else { AssignCommand(oPC, ActionSpeakString("Invalid Horse/Pony")); }/* end else (valid owyrmling) */ //remove horse support DLA Style object oRider=OBJECT_SELF; DelayCommand(1.0, HORSE_SupportOriginalSpeed(oRider)); DelayCommand(1.0, HORSE_SupportRemoveMountedSkillDecreases(oRider)); DelayCommand(1.0, HORSE_SupportRemoveACBonus(oRider)); DelayCommand(1.0, HORSE_SupportRemoveHPBonus(oRider)); }