This erf enhances the master henchman ai include file x0_inc_henai to add more depth to your rogue henchmen.
Changes to it will need to be synchronized with any changes made by future patches.
Changes include:
1. Added checks for the Open Lock subroutines to allow trained henchmen to use theives' tools
if they are unable to unlock an object without them.
Note: This action will be automatic. If the Rogue has tools, he/she will use the appropriate tools necessary to unlock any objects.
2. Added the ability for henchmen to recover traps if a local int "Recover_Traps" is set to TRUE.
If the henchman cannot recover the trap, he/she will disarm it as usual.
Note: This action is automatic if the henchman is capable and set to recover them.
How to include this functionality into your Rogue henchmen:
1. Import the x0_inc_henai.erf file to your module.
2. Build the module.
3. Add a dialogue option "I want you to attempt to recover traps." to your rogue henchman's conversation file.
3a. Attach the TAW script hen_norecvr_trap
3b. Attach the AT script hench_rec_trap
4. Add a dialogue option "I want you to stop recovering traps." to your rogue henchman's conversation file.
4a. Attach the TAW script hen_recvr_trap
4b. Attach the AT script hench_norec_trap
5. Begin playing with your now more complete rogue henchman
Posted by calsailx at 2009-11-25 09:09:44 Voted 9.75 on 11/25/09
Thanks for this, used chunks of this code to make my rogue henchmen/women just that much more useful. With nereng's hench set trap bits my rogue hench are becoming some thing speacial. _________________________ TNI01 Usable Beds || TNI02 Useable Beds || TWC03 Usable Beds
Posted by nereng at 2006-09-07 02:07:37 Voted 9.75 on 09/07/06
Nice work, and it should be easy to use for builders of any level. This is something the Bioware AI should have had long ago! I´m not sure you are aware that the Tony K AI has had these features for a long time. It is still useful for builders who don´t want to go to the trouble of using that system.
Cheers! :)
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