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NWN SCRIPTS

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Title  Module Builders Henchman Kit v1.9b
Author  69MEH69
Submitted / Updated  07-09-2003 / 11-22-2006
Category  Creature Related
Expansions  SOU-1.30
Format  Code Only
Type  Type - Other
Includes  None
Description
This is version 1.9b of the MBHKit. This includes the new functions included with SoU. There are new dialog options and overall an easier system to use. Allows for single and multiple henchmen for the PC. Optional henchman & PC bleeding and other fixes. Please place any issues discovered with the Kit on the Forum thread. I will be putting links to updated scripts on that thread. Thanks!

Files

NameTypeSizeDownloads
New2MBHKit19b.zipNew2MBHKit19b.zip
Submitted: 07-09-2003 / Last Updated: 08-10-2003
zip266.99Kb5358
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Comments (30):

1 2 3

Posted by Poecile at on04/02/04
Since neither GetHenchman(oPC,2) nor GetAssociate() are returning valid objects, I guess I will just keep track of the henchmen by Setting variables on hire/rehire, as the v1.9b scripts already do, and adding a new function to my #includes.

Posted by Poecile at on04/02/04
I was just wondering if anyone out there had any trouble with the GetHenchman(); if checking for more than 1 henchie. I am able to use 2 henchpeople, but I can't call the object for henchman #2, for example: object oNPC1 = GetHenchman(oPC, 1); //This works fine object oNPC2 = GetHenchman(oPC, 2); //This Does NOT work returns a null, OBJECT_INVALID, even if I have two henchies. I have used SetMaxHenchmen(2); in the OnEnter event.

Posted by Poecile at on04/02/04
Considerable effort and continuing support have made this script set an invaluable tool!

Posted by ZeornWarlock at 2004-03-2816:43:00    
Poecile, I'll check this out, but I would like to have the hench the same level as the pc. If that does not do it, I'll just give up the idea, besides it was just a suggestion. Thanks for your help thought! :)

Posted by Poecile at on04/02/04
Zeorn, Changing the nNumHench to 1,2,3 shouldn't prevent a henchperson from joining your character. It sounds like something else is causing it to fail. Is the henchlag set to 1? Are the henchperson and your PC both at level 1 when you try to hire them? If so, try to use a PC at a higher level.

Posted by ZeornWarlock at 2004-03-2313:36:00    
Hi Poecile, Everything compiles now, but the hench say they wont work for my pc, whatever Charisma score or pc level??? I might as well give up the idea. I want to spend time finishing the darn mod. Thanks for helping out thought :)

Posted by Poecile at on04/02/04
ZeornWarlock, This is the line from the 69_hen_spawnin script: SetLocalInt(OBJECT_SELF, "nNumHench", 2); You should be able to use: object oPC = GetFirstPC(); int nChar = GetCharisma(oPC); if(nChar==12 || nChar== 13) { SetLocalInt(OBJECT_SELF, "nNumHench", 1); } if(nChar==14 || nChar== 15) { SetLocalInt(OBJECT_SELF, "nNumHench", 2); } and so on... There are no semi-colons after the if(condition) line, only the SetLocalInt(); That should do it.

Posted by ZeornWarlock at 2004-03-1819:58:00    
Poecile, I tried the script and cant get it to compile. After messing around with it I came with this one instead. int nChar = GetCharisma(oPC); if nChar==12 || nChar== 13 //Set nNumHench to 1 But it has the same problem, something with a no left bracket??? I tried many things and it wont compile. Any hints?

Posted by ZeornWarlock at 2004-03-1813:28:00    
Thanks, Poecile, I'll try that! :)

Posted by Poecile at on04/02/04
Zeorn Warlock- "I have a suggestion and a question for you, 69MEH69. Would be nice to have an option in wich the max hench possible to have is based on charisma bonus mod of the PC, EX: CHA 14 = 2 Henchmen! CHA 16 = 3 Henchmen and so on." In the 69_hen_spawinin script, you can set the # of henchmen to whatever int you choose. You could use the int nChar = GetCharisma(oPC); and then filter the nChar using a case statement. if nChar>14 || nChar

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