//:://///////////////////////////////////////////// //:: FileName henchmanmng_none //::////////////////////////////////////////////// //:: This script will cause the henchman to give the PC a bag of holding. //:: The PC will add possessions to it, //:: and then use dialog to give the bag back to the //:: henchman. //::////////////////////////////////////////////// //:: Created By: Pausanias //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { object oItem, oBag; int i; // Set the variables // This variable is checked for in dialogue. HenchmanInv = 1 // means that the PC has the Henchman's inventory. SetLocalInt(OBJECT_SELF, "HenchmanInv", 1); SetAssociateState(NW_ASC_IS_BUSY,TRUE); // Give the PC a bag of holding or other container. SetLocalString(OBJECT_SELF,"ContainerType","NW_IT_CONTAIN001"); string sBagTag = GetLocalString(OBJECT_SELF,"ContainerType"); if (GetStringLength(sBagTag) < 2) sBagTag = "NW_IT_CONTAIN006"; oBag = CreateItemOnObject(sBagTag,GetPCSpeaker(),1); // If PC is low-level, the bag sometimes won't identify for some reason. SetIdentified(oBag,TRUE); // The script henchmanequip will have to refer to this bag, so create // a pointer to it. SetLocalObject(OBJECT_SELF,"HenchBag",oBag); SetAssociateState(NW_ASC_IS_BUSY,FALSE); }