#include "nw_i0_spells" #include "x3_inc_horse" void main() { object oHench; int nHench; int nCount; object oTarget; object oItem; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); while (GetIsObjectValid(GetMaster(oPC))) { oPC=GetMaster(oPC); } //object oHench = GetHenchman(oPC); FadeToBlack(oPC); FadeFromBlack(oPC); // Relieve the PC of its possessions. oTarget = GetObjectByTag("chstfdrwrsyrtimz"); oItem = GetFirstItemInInventory(oPC); while ( oItem != OBJECT_INVALID ) { AssignCommand(oTarget, ActionTakeItem(oItem, oPC)); oItem = GetNextItemInInventory(oPC); } // Relieve the PC of its equipment. nCount = NUM_INVENTORY_SLOTS; while ( nCount-- > 0 ) { oItem = GetItemInSlot(nCount, oPC); AssignCommand(oTarget, ActionTakeItem(oItem, oPC)); } // Relieve the PC of its gold. AssignCommand(oTarget, TakeGoldFromCreature(GetGold(oPC), oPC)); // Have the PC its henchman. nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { // RemoveHenchman(oPC, oHench); // Update the loop. oHench = GetHenchman(oPC, ++nHench); // Relieve the Henchma of possessions. oTarget = GetObjectByTag("chstfdrwrsyrtimz"); oItem = GetFirstItemInInventory(oHench); while ( oItem != OBJECT_INVALID ) { AssignCommand(oTarget, ActionTakeItem(oItem, oHench)); oItem = GetNextItemInInventory(oHench); } // Relieve the Hench of equipment. nCount = NUM_INVENTORY_SLOTS; while ( nCount-- > 0 ) { oItem = GetItemInSlot(nCount, oPC); AssignCommand(oTarget, ActionTakeItem(oItem, oHench)); } } }