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HeroesStone_PRC8/_module/nss/horse_dmount.nss
Jaysyn904 1eefc84201 Initial Commit
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// script: horse_mount
// by Barry_1066
// 02/10/2008
// Variable PONY_ID string resref (resref of the horse to be spawned)
// This variable is placed on the horse/pony blueprint.
#include "zep_inc_phenos"
#include "x3_inc_horse"
#include "nw_i0_generic"
void main()
{
object oPC=OBJECT_SELF;
string sResRef = GetLocalString(oPC,"PONY_ID");
zep_Dismount (oPC, "horse_dismt");
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));
}