private static void HandleTrapDetected(CLRScriptBase s, ALFA.Shared.ActiveTrap trap, uint detector) { trap.Detected = true; NWEffect vfx = s.SupernaturalEffect(s.EffectNWN2SpecialEffectFile(trap.TrapTriggerVFX, OBJECT_INVALID, s.Vector(0.0f, 0.0f, 0.0f))); s.ApplyEffectToObject(DURATION_TYPE_PERMANENT, vfx, s.GetObjectByTag(trap.Tag, 0), 0.0f); uint detectWidget = s.CreateObject(OBJECT_TYPE_PLACEABLE, "acr_trap_disarm", s.GetLocation(detector), TRUE, trap.Tag + "_"); if (!String.IsNullOrEmpty(trap.Description)) { s.SetDescription(detectWidget, trap.Description); } s.SetFirstName(detectWidget, String.Format("Disarm the {0} trap", trap.SpellTrap ? "Spell" : "Mechanical")); // If they clicked to walk, let's stop them from walking into the hazard they just found. if (s.GetCurrentAction(detector) == ACTION_MOVETOPOINT) { s.AssignCommand(detector, delegate { s.ClearAllActions(0); }); } s.PlaySound("alert", FALSE); s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.SupernaturalEffect(s.EffectNWN2SpecialEffectFile("fx_bang", detector, s.Vector(0.0f, 0.0f, 0.0f))), detector, 6.0f); s.SendMessageToPC(detector, "You spot a trap!"); }
private static void ProcessWaterEffects(CLRScriptBase script, uint Creature, uint Trigger) { if (script.GetIsImmune(Creature, CLRScriptBase.IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE, Trigger) != CLRScriptBase.FALSE) { return; } uint weapon = script.GetItemInSlot(CLRScriptBase.INVENTORY_SLOT_RIGHTHAND, Creature); if (script.GetIsObjectValid(weapon) == CLRScriptBase.TRUE) { int weaponType = script.GetBaseItemType(weapon); if (ALFA.Shared.Modules.InfoStore.BaseItems[weaponType].WeaponType != 1 && ALFA.Shared.Modules.InfoStore.BaseItems[weaponType].WeaponType != 0) // unfortunately, this is magic numbered in the 2da as well { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectAttackDecrease(2, CLRScriptBase.ATTACK_BONUS_ONHAND)), Creature, 6.0f); int damagePenalty = ALFA.Shared.Modules.InfoStore.BaseItems[weaponType].DieToRoll / 4; damagePenalty += script.GetAbilityModifier(CLRScriptBase.ABILITY_STRENGTH, Creature) / 2; int damageType = CLRScriptBase.DAMAGE_TYPE_SLASHING; switch (ALFA.Shared.Modules.InfoStore.BaseItems[weaponType].WeaponType) { case 2: damageType = CLRScriptBase.DAMAGE_TYPE_BLUDGEONING; break; case 3: damageType = CLRScriptBase.DAMAGE_TYPE_SLASHING; break; case 4: damageType = CLRScriptBase.DAMAGE_TYPE_SLASHING; break; case 5: damageType = CLRScriptBase.DAMAGE_TYPE_BLUDGEONING; break; } script.EffectDamageDecrease(damagePenalty, damageType); } weapon = script.GetItemInSlot(CLRScriptBase.INVENTORY_SLOT_LEFTHAND, Creature); if (script.GetIsObjectValid(weapon) == CLRScriptBase.TRUE) { weaponType = script.GetBaseItemType(weapon); if (ALFA.Shared.Modules.InfoStore.BaseItems[weaponType].WeaponType != 1 && ALFA.Shared.Modules.InfoStore.BaseItems[weaponType].WeaponType != 0) // unfortunately, this is magic numbered in the 2da as well { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectAttackDecrease(2, CLRScriptBase.ATTACK_BONUS_OFFHAND)), Creature, 6.0f); } } } else { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectAttackDecrease(2, CLRScriptBase.ATTACK_BONUS_ONHAND)), Creature, 6.0f); int damagePenalty = 1 + script.GetAbilityModifier(CLRScriptBase.ABILITY_STRENGTH, Creature) / 2; if (damagePenalty > 0) { script.EffectDamageDecrease(damagePenalty, CLRScriptBase.DAMAGE_TYPE_BLUDGEONING); } } }
private static void SwimHeartbeat(CLRScriptBase script, uint Creature) { uint Trigger = AppearanceTypes.currentSwimTrigger[Creature]; foreach (uint contents in script.GetObjectsInPersistentObject(Trigger, CLRScriptBase.OBJECT_TYPE_CREATURE, CLRScriptBase.PERSISTENT_ZONE_ACTIVE)) { if (contents == Creature) { if (script.GetSubRace(Creature) != CLRScriptBase.RACIAL_SUBTYPE_WATER_GENASI && script.GetLocalInt(Creature, ACR_CREATURE_AQUATIC) == 0) { int SwimDC = script.GetLocalInt(Trigger, ACR_SWIM_DC); int SinkDC = SwimDC - 5; int NoAir = script.GetLocalInt(Trigger, ACR_NO_AIR); int Roll = script.d20(1); int Bonus = script.GetSkillRank(CLRScriptBase.SKILL_SWIM, Creature, CLRScriptBase.FALSE); ProcessWaterEffects(script, Creature, Trigger); if (10 + Bonus >= SwimDC) { // Can take 10 here. Roll = 10; } if (Roll + Bonus >= SwimDC) { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectMovementSpeedDecrease(50)), Creature, 6.0f); script.SendMessageToPC(Creature, String.Format("*Swim: {0} + {1} = {2} v. DC {3} :: Success!*", Roll, Bonus, Roll + Bonus, SwimDC)); if (NoAir == CLRScriptBase.FALSE) { CurrentDrownStatus.Remove(Creature); CurrentDrownDC.Remove(Creature); } else { ProcessNoAir(script, Creature); } } else if (Roll + Bonus >= SinkDC) { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectMovementSpeedDecrease(75)), Creature, 6.0f); script.SendMessageToPC(Creature, String.Format("*Swim: {0} + {1} = {2} v. DC {3} :: Failure!*", Roll, Bonus, Roll + Bonus, SwimDC)); script.SendMessageToPC(Creature, String.Format("You struggle to move through the water.")); if (NoAir == CLRScriptBase.FALSE) { CurrentDrownStatus.Remove(Creature); CurrentDrownDC.Remove(Creature); } else { ProcessNoAir(script, Creature); } } else { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectMovementSpeedDecrease(75)), Creature, 6.0f); // TODO: Find a way to apply this penalty without completely screwing the PC's AC. //script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectACDecrease(2, CLRScriptBase.AC_DODGE_BONUS, CLRScriptBase.DAMAGE_TYPE_ALL)), Creature, 6.0f); script.SendMessageToPC(Creature, String.Format("*Swim: {0} + {1} = {2} v. DC {3} :: Failure!*", Roll, Bonus, Roll + Bonus, SwimDC)); script.SendMessageToPC(Creature, String.Format("You're completely overwhelmed by the pull of the water!")); ProcessNoAir(script, Creature); } } else { script.SendMessageToPC(Creature, "Your swim speed and capacity to breathe water allows you to move easily through the water."); return; } script.DelayCommand(6.0f, delegate { SwimHeartbeat(script, Creature); }); return; } } AppearanceTypes.currentSwimTrigger[Creature] = CLRScriptBase.OBJECT_INVALID; AppearanceTypes.characterMovement[Creature] = AppearanceTypes.MovementType.Walking; if (Swimming.CurrentDrownStatus.ContainsKey(Creature)) { Swimming.CurrentDrownStatus.Remove(Creature); } AppearanceTypes.RecalculateMovement(script, Creature); }
private static void ProcessNoAir(CLRScriptBase script, uint Creature) { if (!GetNeedsToBreathe(script, Creature)) { return; } script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_TEMPORARY, script.ExtraordinaryEffect(script.EffectSilence()), Creature, 6.0f); if (!CurrentDrownStatus.ContainsKey(Creature)) { CurrentDrownStatus.Add(Creature, 1); } else { CurrentDrownStatus[Creature]++; } if (CurrentDrownStatus[Creature] > script.GetAbilityScore(Creature, CLRScriptBase.ABILITY_CONSTITUTION, CLRScriptBase.FALSE) * 2) { if (!CurrentDrownDC.ContainsKey(Creature)) { CurrentDrownDC.Add(Creature, 10); } else { CurrentDrownDC[Creature]++; } int conCheck = script.d20(1); int conMod = script.GetAbilityModifier(CLRScriptBase.ABILITY_CONSTITUTION, Creature); if (conCheck + conMod < CurrentDrownDC[Creature]) { script.SendMessageToPC(Creature, String.Format("*Constitution: {0} + {1} = {2} v. DC {3} :: Failure!*", conCheck, conMod, conCheck + conMod, CurrentDrownDC[Creature])); int Damage = 0; string Message; int HP = script.GetCurrentHitPoints(Creature); if (HP > 1) { Damage = script.GetCurrentHitPoints(Creature) - 1; Message = "You're suffocating! If you don't find air NOW, you will DIE!"; } else if (HP > 0) { Damage = 2; Message = "You have lost consciousness. Unless someone comes to rescue you, you will die."; } else { Damage = 10; Message = "You have suffocated"; } script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_INSTANT, script.EffectDamage(Damage, CLRScriptBase.DAMAGE_TYPE_MAGICAL, CLRScriptBase.DAMAGE_POWER_ENERGY, CLRScriptBase.TRUE), Creature, 0.0f); script.SendMessageToPC(Creature, Message); return; } else { script.SendMessageToPC(Creature, "You are barely clutching to consciousness! Get air NOW!"); return; } } else { int SecondsLeft = ((script.GetAbilityScore(Creature, CLRScriptBase.ABILITY_CONSTITUTION, CLRScriptBase.FALSE) * 2) - CurrentDrownStatus[Creature]) * 6; if (SecondsLeft > 60) { script.SendMessageToPC(Creature, String.Format("You can hold your breath for {0} more seconds.", SecondsLeft)); } else if (SecondsLeft > 30) { script.SendMessageToPC(Creature, String.Format("Careful! You can only hold your breath for {0} more seconds!", SecondsLeft)); } else { script.SendMessageToPC(Creature, String.Format("** WARNING ** If you don't find air within {0} seconds, you will DIE!", SecondsLeft)); } } }
public static void Fire(CLRScriptBase s, ALFA.Shared.ActiveTrap trap, uint specialTarget) { List <uint> targets = new List <uint>(); if (s.GetIsObjectValid(specialTarget) == TRUE) { targets.Add(specialTarget); } foreach (uint contents in s.GetObjectsInPersistentObject(s.GetObjectByTag(trap.Tag, 0), OBJECT_TYPE_CREATURE, 0)) { if (FitsTrapTargetRestriction(s, trap, contents)) { targets.Add(contents); } } if (targets.Count == 0) { // Might be that they all left. In any case // we have nothing to shoot trap.IsFiring = false; return; } uint target; if (targets.Count == 1) { target = targets[0]; } else { target = targets[s.Random(targets.Count)]; } uint caster; if (s.GetIsObjectValid(trap.TrapOrigin) == FALSE) { caster = s.GetObjectByTag(trap.Tag, 0); } else { caster = trap.TrapOrigin; } if (trap.SpellTrap) { // It's a spell-- guess this is simple. s.AssignCommand(caster, delegate { s.ActionCastSpellAtObject(trap.SpellId, target, METAMAGIC_NONE, TRUE, 0, 0, 1); }); } else { foreach (uint victim in s.GetObjectsInShape(trap.EffectArea, trap.EffectSize, s.GetLocation(target), false, OBJECT_TYPE_CREATURE, s.GetPosition(caster))) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, GetTrapEffect(s, trap, victim), victim, 0.0f); _doSoloVFX(s, trap, victim); } _doGroupVFX(s, trap, s.GetLocation(target)); } if (trap.NumberOfShots > -1) { if (trap.NumberOfShots < 2) { TrapDisable.RemoveTrap(s, trap); return; } else { trap.NumberOfShots--; } } trap.IsFiring = true; s.DelayCommand(6.0f, delegate { Fire(s, trap); }); }
private static void _doSoloVFX(CLRScriptBase s, ALFA.Shared.ActiveTrap trap, uint target) { if (trap.EffectSize < 2.0f) { if (s.GetArea(trap.TrapOrigin) == s.GetArea(s.GetObjectByTag(trap.Tag, 0))) { if ((trap.DamageType & DAMAGE_TYPE_ACID) == DAMAGE_TYPE_ACID) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_ACID, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_BLUDGEONING) == DAMAGE_TYPE_BLUDGEONING) { s.SpawnItemProjectile(trap.TrapOrigin, target, s.GetLocation(trap.TrapOrigin), s.GetLocation(target), BASE_ITEM_SLING, PROJECTILE_PATH_TYPE_HOMING, OVERRIDE_ATTACK_RESULT_HIT_SUCCESSFUL, 0); float fShotDelay = 0.1f; int c = 1; while (c < trap.DiceNumber) { s.DelayCommand(fShotDelay, delegate { s.SpawnItemProjectile(trap.TrapOrigin, target, s.GetLocation(trap.TrapOrigin), s.GetLocation(target), BASE_ITEM_SLING, PROJECTILE_PATH_TYPE_HOMING, OVERRIDE_ATTACK_RESULT_HIT_SUCCESSFUL, 0); }); fShotDelay += 0.1f; c++; } } if ((trap.DamageType & DAMAGE_TYPE_COLD) == DAMAGE_TYPE_COLD) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_ICE, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_DIVINE) == DAMAGE_TYPE_DIVINE) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_HOLY, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_ELECTRICAL) == DAMAGE_TYPE_ELECTRICAL) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_LIGHTNING, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_FIRE) == DAMAGE_TYPE_FIRE) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_FIRE, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_MAGICAL) == DAMAGE_TYPE_MAGICAL) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_MAGIC, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_NEGATIVE) == DAMAGE_TYPE_NEGATIVE) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_EVIL, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_PIERCING) == DAMAGE_TYPE_PIERCING) { s.SpawnItemProjectile(trap.TrapOrigin, target, s.GetLocation(trap.TrapOrigin), s.GetLocation(target), BASE_ITEM_DART, PROJECTILE_PATH_TYPE_HOMING, OVERRIDE_ATTACK_RESULT_HIT_SUCCESSFUL, 0); float fShotDelay = 0.1f; int c = 1; while (c < trap.DiceNumber) { s.SpawnItemProjectile(trap.TrapOrigin, target, s.GetLocation(trap.TrapOrigin), s.GetLocation(target), BASE_ITEM_DART, PROJECTILE_PATH_TYPE_HOMING, OVERRIDE_ATTACK_RESULT_HIT_SUCCESSFUL, 0); fShotDelay += 0.1f; c++; } } if ((trap.DamageType & DAMAGE_TYPE_POSITIVE) == DAMAGE_TYPE_POSITIVE) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_HOLY, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } if ((trap.DamageType & DAMAGE_TYPE_SLASHING) == DAMAGE_TYPE_SLASHING) { s.SpawnItemProjectile(trap.TrapOrigin, target, s.GetLocation(trap.TrapOrigin), s.GetLocation(target), BASE_ITEM_THROWINGAXE, PROJECTILE_PATH_TYPE_HOMING, OVERRIDE_ATTACK_RESULT_HIT_SUCCESSFUL, 0); float fShotDelay = 0.1f; int c = 1; while (c < trap.DiceNumber) { s.SpawnItemProjectile(trap.TrapOrigin, target, s.GetLocation(trap.TrapOrigin), s.GetLocation(target), BASE_ITEM_THROWINGAXE, PROJECTILE_PATH_TYPE_HOMING, OVERRIDE_ATTACK_RESULT_HIT_SUCCESSFUL, 0); fShotDelay += 0.1f; c++; } } if ((trap.DamageType & DAMAGE_TYPE_SONIC) == DAMAGE_TYPE_SONIC) { s.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, s.EffectBeam(VFX_BEAM_SONIC, trap.TrapOrigin, BODY_NODE_CHEST, FALSE), target, 1.0f); } } else { // These are pretty much single-target effects. if ((trap.DamageType & DAMAGE_TYPE_ACID) == DAMAGE_TYPE_ACID) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_ACID_S, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_BLUDGEONING) == DAMAGE_TYPE_BLUDGEONING) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_COM_BLOOD_CRT_RED, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_COLD) == DAMAGE_TYPE_COLD) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_FROST_L, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_DIVINE) == DAMAGE_TYPE_DIVINE) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_COM_HIT_DIVINE, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_ELECTRICAL) == DAMAGE_TYPE_ELECTRICAL) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_LIGHTNING_S, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_FIRE) == DAMAGE_TYPE_FIRE) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_FLAME_S, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_MAGICAL) == DAMAGE_TYPE_MAGICAL) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_MAGBLUE, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_NEGATIVE) == DAMAGE_TYPE_NEGATIVE) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_PIERCING) == DAMAGE_TYPE_PIERCING) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_SPIKE_TRAP, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_POSITIVE) == DAMAGE_TYPE_POSITIVE) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_SUNSTRIKE, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_SLASHING) == DAMAGE_TYPE_SLASHING) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_COM_BLOOD_CRT_RED, FALSE), target, 0.0f); } if ((trap.DamageType & DAMAGE_TYPE_SONIC) == DAMAGE_TYPE_SONIC) { s.ApplyEffectToObject(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_IMP_SONIC, FALSE), target, 0.0f); } } } else { return; } }
public static void Dismount(CLRScriptBase script, uint Character, uint Cloak, NWLocation Location) { string resRef = ""; if (script.GetLocalInt(Cloak, ACR_IS_WARHORSE) == 1) { resRef = "abr_cr_an_horse_pal_"; int nPalLevel = script.GetLevelByClass(CLRScriptBase.CLASS_TYPE_PALADIN, Character); if (nPalLevel >= 15) { resRef += "15"; } else if (nPalLevel >= 11) { resRef += "11"; } else if (nPalLevel >= 8) { resRef += "8"; } else if (nPalLevel >= 5) { resRef += "5"; } else { resRef = "abr_cr_an_horse03"; } } else { switch (script.GetTag(Cloak)) { case "acr_ooc_horse01": resRef = "abr_cr_an_horse01"; break; case "acr_ooc_horse02": resRef = "abr_cr_an_horse02"; break; case "acr_ooc_horse03": resRef = "abr_cr_an_horse03"; break; default: // Looks like we're not actually dismounting a horse. return; } } uint Horse = script.CreateObject(CLRScriptBase.OBJECT_TYPE_CREATURE, resRef, Location, CLRScriptBase.FALSE, ""); script.SetLocalInt(Horse, ACR_HORSE_OWNER, script.GetLocalInt(Character, ACR_CID)); script.SetLocalInt(Horse, ACR_HORSE_ID, script.GetLocalInt(Cloak, ACR_HORSE_ID)); int damage = script.GetCurrentHitPoints(Horse) - script.GetLocalInt(Cloak, ACR_HORSE_HP); if (damage > 0) { script.ApplyEffectToObject(CLRScriptBase.DURATION_TYPE_INSTANT, script.EffectDamage(damage, CLRScriptBase.DAMAGE_TYPE_MAGICAL, CLRScriptBase.DAMAGE_POWER_PLUS_TWENTY, CLRScriptBase.TRUE), Horse, 0.0f); } if (script.GetLocalInt(Cloak, ACR_IS_WARHORSE) == 1) { script.AddHenchman(Character, Horse); script.SetLocalInt(Horse, ACR_IS_WARHORSE, 1); script.SetLocalObject(Character, ACR_PAL_WARHORSE, Horse); } uint Item = GetOwnershipItemById(script, Character, script.GetLocalInt(Cloak, ACR_HORSE_ID)); script.SetLocalObject(Item, ACR_HORSE_OBJECT, Horse); script.SetLocalObject(Horse, ACR_HORSE_OBJECT, Character); script.SetLocalString(Item, ACR_HORSE_PERS_LOC_AREA, script.GetTag(script.GetArea(Horse))); script.SetLocalFloat(Item, ACR_HORSE_PERS_LOC_X, script.GetPosition(Horse).x); script.SetLocalFloat(Item, ACR_HORSE_PERS_LOC_Y, script.GetPosition(Horse).y); script.SetLocalFloat(Item, ACR_HORSE_PERS_LOC_Z, script.GetPosition(Horse).z); script.SetPlotFlag(Cloak, CLRScriptBase.FALSE); script.DestroyObject(Cloak, 0.0f, CLRScriptBase.FALSE); isWarhorse.Remove(Character); }