#include "nw_i0_spells" #include "x3_inc_horse" void main() { object oHench; int nHench; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); // Have the PC unpossess its familiar. if ( GetIsPossessedFamiliar(oPC) ) // The PC is really the master of what is currently oPC. oPC = GetMaster(oPC); UnpossessFamiliar(GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC)); // Have the PC release its animal companion. DestroyObject(GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC)); // Have the PC release its familiar. DestroyObject(GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC)); // Have the PC dismiss its paladin mount. AssignCommand(oPC, HorseUnsummonPaladinMount()); // Have the PC release its summoned creature. DestroyObject(GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC)); // Have the PC release its dominated creature. RemoveSpecificEffect(EFFECT_TYPE_DOMINATED, GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC)); // Have the PC release its henchman. nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { RemoveHenchman(oPC, oHench); // Update the loop. oHench = GetHenchman(oPC, ++nHench); } }