Documentation for Pausanias's Inventory and AI Mod v0.89 September 11 2002 Contents: 1) Introduction 2) Acknowledgments 3) Requirements & Installation 4) Inventory Control System 5) Associate Battle AI 6) Tweaking the Battle AI via Conversation 7) Dual Wielding 8) Extra features 9) Shortcomings/bugs 10) Other recommended packages 11) Guide to tweaking the source code 12) Using these mods with custom campaigns 13) Script function reference --------------------------------------------------------------------- ----------------------------INTRODUCTION----------------------------- --------------------------------------------------------------------- The player characters "associates"---the henchman, animal companion, familiar, and summoned help---are important parts of the Neverwinter Nights experience. Unfortunately, interaction with these associates in the original BioWare release of the game is somewhat limited. You cannot manage their inventory, and the Battle AI is not very intelligent. I have made some modifications to the game that improve the situation. After installing this mod: 1) You will be able to equip your henchman, familiar, or animal companion with most equipment you find in the game. To view some screenshots of how the process works, go to http://snow.prohosting.com/wperpo/trade.html 2) If you tell your henchman to use his missile weapon, he will know when to switch between missile and melee weapons. You can also tell him via dialogue to try to stay back from the enemy and avoid melee. 3) Spellcasting henchmen will not waste their spells on weak enemies. 4) Each henchman will have a unique set of text-only battle cries. 5) You can tweak the Battle AI via dialogue. 6) A set of extra features described below will also appear, the most significant of these being a new monster AI. --------------------------------------------------------------------- ---------------------------ACKNOWLEDGMENTS--------------------------- --------------------------------------------------------------------- These scripts have been tested by hundreds of kind people on the BioWare forums, and I owe a particular debt to Osric Bertwalda, Dar, SirKTS, Torias, Zoso4, BrandonW, Nick_D, Auldar, Bosmer, valiantheart, BadF00d, Kisama, threephi, Arto, ac_jackson (Anthony), Thomasuwoo, Karstedt, infonaut, Restitutor Orbis, htdang1, Urkad, and Danariel Moonchild for their efforts in testing them. Special thanks go to Magic for the Lore identification code and for suggestions for my inventory system; to nifty for the bard song fix and pointing out a bug with the treatment of the disarm skill; and to Rob Bartel for pointing out a way to make these mods compatible with v1.24 as well as reverse-compatible. --------------------------------------------------------------------- ---------------------REQUIREMENTS AND INSTALLATION------------------- --------------------------------------------------------------------- There are three version of this mod: the override version, the hakpak version, and the script source. The override version is probably the one you downloaded; it is a self-extracting executable. I recommended it for playing the official campaign and other custom campaigns without the hassle of toolset use. The override is an easy and very fast way to get the mods working. The other two versions, the hakpak and the script source, are for experts only and require a long time to install due to the need for toolset use. ****Installing the override version**** If this is your first time installing the scripts, or if you are having trouble upgrading, it is highly recommended that you have a 100% clean and BioWare-approved installation of NWN before proceeding. Using no-CD cracks, other hacks or mods, etc., may or may not cause these scripts to malfunction. BrandonW's camera angle hack E and Torias's epic level mod are compatible with these scripts. This version of the scripts will overwrite the contents of your override directory. This directory is used by BioWare to patch NWN, so before you upgrade to the next version of NWN with the auto-updater, you will need to be restore the original version of override. To install the scripts: 1) Make a backup of your BioWare-approved override directory by copying the entire directory to something called "Backup of override." If you ever need to restore this backup, do so by deleting your entire override directory and renaming "Backup of override" to "override." 2) If you haven't already, download the executable from the HakPaks section of NWVault: http://nwvault.ign.com/Files/hakpacks/data/1028721482987.shtml 3) Run the executable and follow the instructions. 4) Restart NWN and play with your favorite save file. 5) If you are playing a module other than the Official Campaign, the inventory management routines may not work until you put them in by hand as described below. If you have trouble running the mod, read the troubleshooting FAQ in TROUBLESHOOTING.txt. If you would like to uninstall only PART of the mods, you can do it by running the setup program again and reading the instruction carefully. ****Installing the hakpak and the script version**** If you downloaded these versions, you are obviously a non-beginner and know how to deal with hakpaks, script ERFs, etc. See the script function reference for at the end of this README for a description of what each resource does. The hakpak version can be found at: http://nwvault.ign.com/Files/hakpacks/data/1028835995507.shtml The script source can be found at: http://nwvault.ign.com/Files/scripts/data/1026158289733.shtml -------------------------------------------------------------------- ----------------------INVENTORY CONTROL SYSTEM---------------------- -------------------------------------------------------------------- You have access to the inventory of your henchman, familiar, and animal companion. To look at it, just speak with your associate. You will have the opportunity to view the associate's inventory. The associate will proceed to "speak" the inventory into the dialog box in the lower left hand of the screen. IMPORTANT: this dialog box is scrollable and expandable. Just click and drag the title bar and you will be able to expand it as much as you want. The PC may also request to manage the associate's inventory via a container. The default container is a Bag of Holding; however, during installation, you may request that the scripts use a Large Box (which is cheaper) instead of a bag of holding by selecting the appropriate option. For henchmen, there are three options: 1) Manage only armor; 2) Manage everything but armor; 3) Give the henchmen new items to wear. For familiars/animal companions, there is only one dialogue option. When any of these options is selected, a bag of holding appears in the PC's inventory with as many items of the specified type from the associate's inventory as will fit in it. These items are removed from the associate. The player can then move items in and out of this special bag of holding at will. If the PC requests to manage armor, the henchman is outfitted with a Monk's Robe so that the associate does not appear naked. This robe is deleted when the process is over. The same happens when managing a familiar/animal companion's inventory. After the PC is done choosing the associate's inventory, he may speak to the associate once again, and tell the associate that he is done managing the inventory. The associate will then take all items from the bag of holding, and the bag of holding will be destroyed. The associate will then try to equip the items if appropriate. If and ONLY if the associate levels up, all the possessions are transferred directly to the master without any bags of holding. --------------------------------------------------------------- ----------------------ASSOCIATE BATTLE AI---------------------- --------------------------------------------------------------- The Neverwinter Nights Battle AI could use some improvement. For example, in the default version of the distribution, the henchman don't know when to switch between missile and melee weapons, and Bards are treated the same as mages, so that they do not defend themselves at close range and instead try to cast spells. There are many other shortcomings. I have made some improvements to the Battle AI for henchmen in NWN. Here are the improvements that I have put in thus far: 1) All Henchmen who have been told to use missile weapons will now switch to melee weapons if there are any enemies closer than 3.6 meters. True wizard and sorcerers will switch, but they will cast spells unless the enemy is very easy. All other classes will fight when there is an enemy within 3.6 meters in most cases. They will switch back to missile weapons when the enemy is far away. For tough enemies, clerics and bards will first try to enhance the party magically before fighting hand-to-hand. You can also tell them to try to avoid melee via the dialog control routines. 2) The PC's preference as to weapon choice are now respected. If the PC tells the henchman to use a melee weapon, they will never use a missile weapon. However, if the PC tells the henchman to use a missile weapon, they will switch as described in (1) above. 3) By default, non-pure-wizard spellcasting henchmen will now cast enhancement spells only if the Combined Challenge Rating is greater than -2. The combined challenge rating of an encounter is defined by me as CCR = LOG( SUM ( 2**CR) )/LOG(2) - HitDice(PC) where CR loops over all monsters who are seen by the henchman, and HitDice (PC) is the character level of the PC. For pure wizards/sorcerers, the threshold is -3. These values can be tweaked as described below. 4) All henchmen fighting in close melee range with hand-to-hand combat have even more new text battle cries. The battle cries are unique for each henchman. 5) Familiars will flee from encounters with CCR > -2. Take one to a tough enemy and see what they do! This can now be tweaked via dialogue with the familiar as described below. 6) Henchmen will not cast inappropriate spells on undead. They will not cast sleep spells on undead, elves, half-elves, or creatures with more than 5 hit dice. They might attempt to cast the Heal spell (not any other healing spell, just Heal) if they are able to. Finally, the will only cast Person related spells (Hold, Charm, or Dominate Person) on humanoids. 7) The rate at which henchmen attempt to disarm is 1/10 its previous rate. ---------------------------------------------------------------- ------------TWEAKING THE BATTLE AI VIA CONVERSATION------------- ---------------------------------------------------------------- You may tweak the Battle AI via conversation. Select the "change your tactics" option, and you will be able to set the distance at which the associate switches between melee and missile weapons ("Let's talk about your weapon- switching tactics"). There is also an option to control the threshold challenge rating under which the henchman will try to enhance you with spells ("Let's talk about combat spell-casting"). For familiars, you may tweak when they run away from enemies by selecting the "Change what you are doing" conversation tree. You can tell Linu and Sharwyn not to cast healing spells or combat spells when they are in hand-to-hand combat. This is done via the "healing" and "combat" spells options in the "tactics" dialogue tree. You can also try to get your henchman to avoid melee combat. This is done by going to the "weapon-switching tactics" and selecting the last option. This will cause the henchman to try to run away from the enemy when the enemy is between 3.0 to 8.0 meters away, and then attack using spells or their missile weapon. --------------------------------------------------------------------- ----------------------------DUAL WIELDING---------------------------- --------------------------------------------------------------------- Associates may now dual-wield. The implementation is a bit clumsy. To use dual wielding you must put two (and ONLY two) single handed weapons the inventory bag. You may put other missile or two-handed weapons in the bag as well. The NPC will not dual wield unless he his proficient with both weapons. WARNING: Red Tiger is NOT proficient with simple weapons to start with, so you will have to give him martial or exotic weapons if he is at level 4. I assume later on he takes simple weapon proficiency? I don't know. The order in which the weapons are equipped is somewhat randomized. That is why I have added a dialogue option under "Change your tactics" that appears if you are dual-wielding. This option causes the henchman to swap his weapons. It will not appear unless you are already dual-wielding. You could also try playing with the order in which you give him the weapons. The dual-wielding is a bit buggy still. Sometimes the henchmen will not properly dual-wield when you give him the bag back. If this happens, keep on asking the henchman to swap between missile and melee weapons and eventually he will dual wield correctly. Another WARNING: certain weapons are buggy in NWN. This is not my script's fault, it's NWN. For example, I could not get Tiger to wield a light flail in his off hand. Every other single handed weapon I tried worked in the offhand but there could be other buggy ones. --------------------------------------------------------------------- ----------------------------EXTRA FEATURES--------------------------- --------------------------------------------------------------------- When you install the mods, the following extra features will go into place: 1) New Monster AI. Monsters will behave the same as before if the game difficulty setting is "Easy" or "Normal." If the game difficulty is "Hard Core D&D" or "Very difficult," monsters will not stand idle waiting for you to attack them. They will come seek you out---and this includes opening doors to try to find you. However, there will be some randomness to their wandering about---they will not make a bee's line towards you. And they will not unlock doors unless you specifically request this at installation. If the game difficulty is "Hard Core D&D" or "Very difficult," monsters will try to split up evenly among the party. This means that if you have an archer or spellcaster staying back while the fighter charges on, some monsters may decide to circumvent the fighter and go for the spellcaster. If the game difficulty is "Hard Core D&D," monsters that are down to 50% of their maximum hit points, and that are capable of beneficially using healing potions, have a 30% chance per round of obtaining a potion of critical healing and drinking it. If this happens, you will see the text "***Healed***" appear above the monster. The maximum number of potions that may be obtained by the monster in this way is equal to the monster's hit dice. Monsters which cannot use potions in this manner are the following: undead, animals, beasts, constructs, aberrations. If the game difficulty is "Very Difficult," monster self-healing as above applies, except that the chance of it happening is 80% once the monster is down to 50% of its maximum hit points. Furthermore, whenever the monster is down to 50% of its maximum hit points, it will be automatically hasted for 1 real-time minute. If this happens, you will see the text "*** Enraged ***" above the monster. 2) If you issue "Follow" from the radial menu, AND the associate is not in Stand Ground mode, then the associate will follow you and be absolutely peaceful until you issue a command to attack nearest or guard you. If you had put the Associate in Stand Ground mode, however, Follow will ONLY break them out of that mode and will not cause them to be peaceful. If they are being peaceful they will give you text feedback during combat---something like "Should I attack?" 3) If you issue "Attack Nearest" from the radial menu, the associate will try to do something intelligent to the nearest locked/trapped door or chest, but only if there are no enemies nearby. 4) You can ask spellcasting henchmen to magically enhance you or your associates via dialogue. 5) Thieves should no longer try to disarm traps that are behind closed doors. 6) You can tell your henchmen to go scout ahead. This is useful for when you would like them to go ahead of you and fight some monsters. If you are in their way they will ask you to move away. If they sense no danger in the area they will refuse. 7) Boddyknock can be told to summon a somewhat useless familiar. 8) You can ask the henchmen to identify items for you. Sharwyn works quite nicely for this! 9) If you have Auldar's henchman pack, you will be able to ask Sharwyn, Boddyknock, and (when he gets around to it) Linu to summon a monster under the "Cast me a spell" dialogue tree. 10)Thanks to nifty, Sharwyn will now sing the appropriate number of Bard songs for her level per day. Her character may still say that she sings the bard songs "1x per day," but don't pay any attention to that. ------------------------------------------------------------- ----------------------SHORTCOMINGS/BUGS---------------------- ------------------------------------------------------------- 1) When you select "Buff our party with all the spells you've got," the henchman may appear to cast more spells than she actually has. However, this is only cosmetic, and only the proper number of spells will actually take effect. For example, suppose Sharwyn can cast only two 3rd level spells, but you tell her to buff your whole party, which consists of you, your familiar, and Sharwyn. She will appear to cast three haste spells, however only two will in actuality take effect. Also, be sure to wait until she is done casting all her spells. If you interrupt her, she may not follow you. You can always fix this by issuing a direct "follow" command. 2) The game becomes much more prone to cheating, as the PC will be able to rob the henchmen of their relatively powerful magical items early in the game. In other words, these scripts are for people who have enough self-control to prevent themselves from taking advantage of the scripts to cheat (or those who enjoy cheating). 3) If the henchman has more items than will fit in a bag of holding, the user will have to conduct multiple interactions with the henchman in order to gain access to all the items. This is somewhat resolved by the new henchman dialogue options splitting inventory management into two parts. 4) It is now safe to keep the items on the henchman/familiar when you level up. However, when the henchman/familiar moves to a new chapter, or the familiar is unsummoned, all items will be destroyed. If the player wants to avoid losing any items, he should take them out of the henchman's inventory before leveling himself (and hence the henchman) up. Note that this is not a problem when the henchman dies. ----------------------------------------------------------------- --------------------OTHER RECOMMENDED PACKAGES------------------- ----------------------------------------------------------------- There are many useful additions to NWN. Here I will list three that will help improve your experience with your associates. **The following will work best INSTALLED ON TOP OF my scripts:** 1) Auldar's Henchman pack: This override export will give better spells to your henchmen, and redistribute their skills and feats in a more useful manner. It may be obtained at http://nwvault.ign.com/Files/hakpacks/data/1030000492052.shtml 2) Nick_D's Familiar pack: Nick_D has given better powers to some of the familiars. http://nwvault.ign.com/Files/hakpacks/data/1030970407611.shtml **The following WILL NOT WORK together with my scripts:** Implimian's multiple henchman pack: a thorough multiple henchman system for builders (does not currently work with the official campaign) http://nwvault.ign.com/Files/scripts/data/1030842265843.shtml ----------------------------------------------------------------- ----------------GUIDE TO TWEAKING THE SOURCE CODE---------------- ----------------------------------------------------------------- These are instructions for tweaking the battle AI via the NWN toolset, and exporting the results to your override directory in a similar manner to my mods. You will need the source repository for my mods: paus_src.zip from my website. You will ALSO need Zoligato's NWN Unpacker. You can find this at the NWN Vault: http://vnfiles.ign.com/nwn/other/Zoligato01NwnPackerV0.1.zip 1) Unpack paus_src.zip in a safe place. Copy the file "paus.mod" to the modules directory. 2) Open the toolset. Choose "Paus" as the module to open. 3) Open the script editor by selecting it from the Tools menu. Type Ctrl-O to bring up the file open window. Type in "nw_i0_generic" into the "Resource Name" box. Click "Open." If nothing appears then you have done one of the previous steps incorrectly. 4) Now go edit what you wish. This is a BIG file, so use the script editor's "Search" facility (from the toolbar at the top) to find what you're looking for. Some ideas: a) change PAUSANIAS_DISTANCE_THRESHOLD to what you like. This determines the default distance at which henchmen will switch weapons (their "instincts" in the dialogue tweaker). b) play with PAUSANIAS_FAMILIAR_THRESHOLD, the threshold at which the familiar will run away according to its "instincts." Setting this to a very large value (100.) will cause the familiar to always attack. c) Change the text Battle Cries to your liking. Just search for "BattleCry" or scroll down until you see them; they should be fairly easy to find. d) Change the various probabilities of things happening. Search for functions like d10(), d20(), or d100(), which are the equivalent of rolling, 10, 20 or 100-sided dice. e) Change RespondToShout(), which is the function that controls how the associates obey your radial menu commands. 5) When you're done making your changes, make sure that your include file is valid. To do so, go back to the top of the file (using Ctrl-Home). Line 16 should read "//void main() { }". Uncomment that line by deleting the first two slashes so that it reads "void main() {}." 6) Press F7 to compile the script. If it gives you an error, you introduced some sort of mistake by editing the file. Press left arrow and it should take you to that mistake. If you can't figure out your mistake, exit the entire toolset without saving anything and go back to step 1. 7) If it says "script compiled succesfully," then you are almost done. You MUST restore the original two slashes so that the line once again reads "//void main() { }." Then save the file by typing Ctrl-S, NOT by hitting F7. Close it by typing Ctrl-F4. 8) Now type Ctrl-O once again. In the "Resource name" box, type in "nw_" Use the Shift key plus your mouse to select all files named "nw_c2_default?" and "nw_ch_ac?" where ? represents a single digit. There should be a total of 18 such files. Click "Open." 9) You will see a number of tabs at the top of the script editor, each tab with the name of a single file. Select each file one-by-one, and recompile it by pressing F7 after you have selected it. 10) Close the script editor. Save the module. IMPORTANT: Close the module. 11) Run Zoligato's NWN Unpacker and open Paus.mod with it. Click on "Type" to sort the resources by type. Select all resources OF TYPE NCS that are called nw_c2_default? and nw_ch_ac?, where ? represents a single digit. Make double-sure that the "Type" column says "ncs" for all the resources you have selected. Select "Extract" from the resource menu and extract these resources to a safe place (I use my desktop). 12) Move all 18 .ncs files to the override directory, overwriting all files. You should now be able to test your changes. If you managed to break something, just re-install my scripts in override using the instructions in the installation section. ------------------------------------------------------------------ --------------USING THESE MODS WITH CUSTOM CAMPAIGNS-------------- ------------------------------------------------------------------ There are two possibilities discussed in this section: 1) You downloaded a custom module that doesn't incorporate my work, and want to add my mods to this custom module. 2) You are a builder and want to add my mods to your game, so that they work for the end users whether they have downloaded my mods separately or not. ****You want to add my mods to an existing module you downloaded**** In this case, the Battle AI will work properly with the campaign if the builder did not modify the default henchman scripts. If the builder did modify the default henchman scripts, the Battle AI may or may not work properly. Inventory control will not work unless you put it in by hand. Here is a list of what to try: a) Just play the module with my mods installed in the override, and without making any changes whatsoever to the custom module. The Battle AI will be active, but not the inventory control or AI tweaking or anything else that is done via dialogue. NOTE: this is a good way to test whether the campaign you downloaded is "compatible" with my stuff. If you experience any abnormal or undesired behavior while playing in this way, the module you downloaded is probably incompatible with my work. b) If you want to add inventory control, open the module with the toolset, and open the conversation trees of the henchmen. Follow the dialogue tree instructions at the end of this section. Do not rebuild, recompile, edit, or change any scripts in any way whatsoever. Doing so will break the module. Just edit the conversation trees, and nothing else. Do not ever click on an "Edit" button. ****You want to permanently add my mods to the game you're building**** If you are making your own module, and would like to my scripts, you should first download the script source distribution (see the install instructions above), and then import pausmods.erf into your module using "File/Import." Be sure to overwrite all resources. See the script reference (next section) for a list of scripts that overwrite the default BioWare scripts. If you modified any of these scripts (marked with a *) yourself, there will likely be a conflict with my mods. Now you want to edit the conversation tree of your henchmen to put in inventory control. This is detailed in the section below. If you want to add ALL dialogue functionality, you should open Paus.mod, copy the entire nw_hen_sha (Sharwyn) dialogue tree and paste the appropriate sections into your henchman. ****The Inventory Control Dialogue Tree**** Create the following dialogue in the NPC's conversation file. You only need to do this once if your henchman has the same conversation file for all levels. The appropriate "Appears When" and "Action Taken" scripts are indicated. "P" means the PC and "A" means the associate: Simple inventory control: DIALOGUE APPEARS WHEN ACTION TAKEN -------------------------------------------------------------------------- P:I would like to manage your inventory henchinv2 henchmanmanage P:I am done managing your inventory henchinv1 henchmanequip ---A: OK I will try to equip the items. henchmanfinish Alternative inventory control: DIALOGUE APPEARS WHEN ACTION TAKEN -------------------------------------------------------------------------- P:I would like to manage your inventory henchinv2 ---A: What would you like to manage? ---P: You armor henchmanmng_arm ---P: Everything but armor henchmanmng_else ---P: I just want to give you stuff henchmanmng_none P:I am done managing your inventory henchinv1 henchmanequip ---A: OK I will try to equip the items. henchmanfinish Buffing Control: DIALOGUE APPEARS WHEN ACTION TAKEN -------------------------------------------------------------------------- P: We need some buffing. ---A: What should I do? ---P: Please buff everyone. henchenhanceall ---P: Please buff me. henchenhance ---P: Please buff yourself. henchenhanceself ---P: Please buff my familiar. henchhavefam henchenhancefam ---P: Please buff my summoned. henchhavesum henchenhancesum ---P: Please buff my animal companion. henchhaveani henchenhanceani Swap Dual-Wielded weapons: DIALOGUE APPEARS WHEN ACTION TAKEN -------------------------------------------------------------------------- P: Swap your dual-wielded weapons henchdual henchswap --A: OK I will swap. henchdoswap --------------------------------------------------------------------- ----------------------SCRIPT FUNCTION REFERENCE---------------------- --------------------------------------------------------------------- This is a list of scripts that are included in the package, along with a brief description of them. Scripts marked with a "+" are included only in the source distribution. Scripts marked with a "*" overwrite BioWare scripts in the override directory as of v1.22. Scripts marked with a "-" can be deleted safely to remove functionality without negatively affecting other scripts. hench_i0_equip Main code run by henchmanfinish, nw_o0_levelup, and nw_ch_action_17 to equip items on an associate. hench_unbusify Makes the henchman state not busy. Run by the henchenhanceall script. henchbagtype - Instead of a bag of holding, a large box will be used to conduct inventory control. henchbod1 TRUE if Boddykin has not summoned a familiar. henchbod2 TRUE if Boddykin has summoned a familiar. henchbodsum Make caller summon a familiar. henchbodunsum Make caller unsummon the familiar. henchbuff1 TRUE if the buffing was successful. henchbuff2 TRUE if buffing was unsuccessful because of lack of prepared spells. henchcast1 TRUE if the henchman casts spells during melee henchcast2 TRUE if the henchman doesn't cast spells in melee henchcastno Henchman will not cast spells during melee. henchcastyes Henchman will cast spells during melee henchdosum Henchman will cast a monster summoning spell. henchdoswap Henchman actually swaps the dual-wielded weapons. Needs to be run after henchswap. henchdual TRUE if the henchman is currently dual-wielding. henchenhance Henchman will cast a protection spell, or failing that, an enhancement spell, on her master. henchenhanceall Henchman will cast as many spells as possible on the whole party. See shortcoming/bugs section. henchenhanceani Same as henchenhance for an animal companion. henchenhancefam Same as henchenhance for an animal companion. henchenhancesum Same as henchenhance for a summoned creature. henchfam0 Familiar will use PAUSANIAS_FAMILIAR_THRESHOLD to determine when to run away. henchfam1 Familiar will run away when the challenge is mild. henchfam2 Familiar will run away when the challenge is medium henchfam3 Familiar will run away when the challenge is hard. henchhaveani TRUE if the master has an animal companion henchhavefam TRUE if the master has a familiar henchhavesum TRUE if the master has a summoned creature. henchheal1 TRUE if the henchman will heal master during melee. henchheal2 TRUE if the henchman won't heal master during melee. henchhealno Henchman will not heal master during melee. henchhealyes Henchman will heal master during melee. henchidentify Henchman will identify the master's items. henchknowsum TRUE if Henchman has a monster summoning spell ready henchmanequip Prepare to transfer items to henchman; followed by: henchmanfinish Continues item transfer process and equips items henchmaninv1 TRUE if the master has started managing inventory. henchmaninv2 - TRUE if the master hasn't started managing inventory. Delete this and you will disable inventory control. henchmanmanage Put all items inside a bag of holding and to master. henchmanmng_arm Put only armor in the bag of holding. henchmanmng_else Put everything but armor in the bag of holding. henchmanmng_none Give an empty bag of holding to master. henchmanshow List contents in associate's inventory. henchmanxfer Run by the Bag of Holding to transfer items to henchman from the bag for v1.24 or later. henchmaxed1 TRUE if buffing failed due to target already having all buffs. henchpotion Generate a critical healing potion on target (ONLY CALLED BY MONSTERS, NOT HENCHMEN) henchrange0 Henchman will use PAUSANIAS_DISTANCE_THRESHOLD to switch between melee and missile weapons. henchrange1 Henchman will switch at 3.0m henchrange2 Henchman will switch at 4.5m henchrange3 Henchman will switch at 6.0m henchrange4 Henchman will try to avoid melee, but if cornered, will switch at PAUSANIAS_DISTANCE_THRESHOLD. henchswap Register the weapons that are dual-wielded in preparation for swapping in henchdoswap henchscout Henchman will proceed to the nearest monster. henchscoutno TRUE if the henchman is not scouting henchscoutyes TRUE if the henchman is scouting henchspell0 Henchman will use PAUSANIAS_CHALLENGE_THRESHOLD to determine when to cast spells during combat. henchspell1 Henchman will cast spells at mild encounters. henchspell2 Henchman will cast spells at medium encounters. henchspell3 Henchman will cast spells at tough encounters. henchunlock - Causes caller to become unlocked. Used by monsters to unlock doors when roaming. nifty_i0_bard + Nifty's bardsong bugfix v0.91. nw_c2_default1 - Contains monster seeking code. nw_c2_default2-8 * Basic monster AI through NW_I0_GENERIC nw_ch_ac1-9 Basic associate AI through NW_I0_GENERIC nw_ch_action_17 - Henchman will transfer items when levelling up via dialogue request. nw_ch_gomelee Henchman will use melee weapon. nw_ch_goranged Henchman will use ranged weapon. *.dlg * Dialogue files required for inventory & AI tweak. nw_i0_generic.nss *+ Core AI Brain modified by Pausanias. nw_i0_henchman.nss *+ Henchman levelup code modified to do item transfer. nw_o0_levelup - Henchman will transfer items when levelling up automatically after the PC does. paus_i0_array + Array manipulation routines.