Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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43
nwnds_module/fort_kalvis.nss
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43
nwnds_module/fort_kalvis.nss
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void main()
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{
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int nHench;
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object oHench;
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object oTarget;
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// Get the PC who is in this conversation.
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object oPC = GetPCSpeaker();
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// Find the location to which to teleport.
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oTarget = GetWaypointByTag("fort_kalvis_wp1");
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// Teleport the PC.
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, JumpToObject(oTarget));
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// Also teleport associates.
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oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
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AssignCommand(oHench, ClearAllActions());
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AssignCommand(oHench, JumpToObject(oTarget));
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oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
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AssignCommand(oHench, ClearAllActions());
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AssignCommand(oHench, JumpToObject(oTarget));
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oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
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AssignCommand(oHench, ClearAllActions());
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AssignCommand(oHench, JumpToObject(oTarget));
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oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
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AssignCommand(oHench, ClearAllActions());
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AssignCommand(oHench, JumpToObject(oTarget));
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// Support for multiple henchmen (includes horses).
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nHench = 1;
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oHench = GetHenchman(oPC, 1);
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while ( oHench != OBJECT_INVALID )
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{
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AssignCommand(oHench, ClearAllActions());
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AssignCommand(oHench, JumpToObject(oTarget));
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// Next henchman.
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oHench = GetHenchman(oPC, ++nHench);
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}
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}
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