HAK V1.09  йЩjBP)I1KHP_v1_0 http:// Killer Horse Pack v1.0 by Axe _horse_ride_incк_horse_ride_incй_unique_id_incк_unique_id_incйaurenthilыaurenthil_fыblk_horseыblk_horse_fыblk_horse_goodыblk_horse_good_f ыblk_horse_weak ыblk_horse_weak_f ыbrand_iron_1a1a кbrand_iron_1a1a йbrandin_iron_1a1кbrandin_iron_1a1йbrandin_iron_endкbrandin_iron_endйbranding_ironэbranding_ironкbranding_ironйbranding_iron_1aкbranding_iron_1aйbranding_iron_1bкbranding_iron_1bйbranding_iron_1cкbranding_iron_1cйbranding_iron_2aкbranding_iron_2aйbrandingironmedщbrandingironthinщbrandingirontinyщbrn_horse ыbrn_horse_f!ыbrn_horse_good"ыbrn_horse_good_f#ыbrn_horse_weak$ыbrn_horse_weak_f%ыbrn_pony&ыbrn_pony_f'ыbrn_pony_good(ыbrn_pony_good_f)ыbrn_pony_weak*ыbrn_pony_weak_f+ыExportInfo,ѕhitching_post-ќhorse_minder.эminder_at_1b3a/кminder_at_1b3a0йminder_at_1c1кminder_at_1c2йminder_at_1d1a3кminder_at_1d1a4йminder_at_1d1b5кminder_at_1d1b6йminder_at_1d1c7кminder_at_1d1c8йminder_at_1d1d9кminder_at_1d1d:йminder_at_1d1e;кminder_at_1d1e<йminder_at_1d1f=кminder_at_1d1f>йminder_at_1d1g?кminder_at_1d1g@йminder_at_1d1hAкminder_at_1d1hBйminder_at_1d1iCкminder_at_1d1iDйminder_at_1d1jEкminder_at_1d1jFйminder_taw_1Gкminder_taw_1Hйminder_taw_1b1Iкminder_taw_1b1Jйminder_taw_1b2Kкminder_taw_1b2Lйminder_taw_1b3Mкminder_taw_1b3Nйminder_taw_1b4Oкminder_taw_1b4Pйminder_taw_1cQкminder_taw_1cRйminder_taw_1d1aSкminder_taw_1d1aTйminder_taw_1d1bUкminder_taw_1d1bVйminder_taw_1d1cWкminder_taw_1d1cXйminder_taw_1d1dYкminder_taw_1d1dZйminder_taw_1d1e[кminder_taw_1d1e\йminder_taw_1d1f]кminder_taw_1d1f^йminder_taw_1d1g_кminder_taw_1d1g`йminder_taw_1d1haкminder_taw_1d1hbйminder_taw_1d1icкminder_taw_1d1idйminder_taw_1d1jeкminder_taw_1d1jfйminder_taw_1dgкminder_taw_1dhйmount_horseiкmount_horsejйnightmarekыnightmare_flыnightmare_hostilmыreinsnкreinsoйreinspщrideable_on_spawqкrideable_on_spawrйspot_ponysыspot_pony_ftыspot_pony_gooduыspot_pony_good_fvыspot_pony_weakwыspot_pony_weak_fxыstable_at_1a1ayкstable_at_1a1azйstable_at_1a1b{кstable_at_1a1b|йstable_at_1a1c}кstable_at_1a1c~йstable_at_1a1dкstable_at_1a1d€йstable_at_1a1eкstable_at_1a1e‚йstable_at_1a1fƒкstable_at_1a1f„йstable_at_1a1g…кstable_at_1a1g†йstable_at_1a1h‡кstable_at_1a1hˆйstable_at_1a1i‰кstable_at_1a1iŠйstable_at_1a1j‹кstable_at_1a1jŒйstable_at_1a1kкstable_at_1a1kŽйstable_at_1a1lкstable_at_1a1lйstable_at_1a1m‘кstable_at_1a1m’йstable_at_1a1n“кstable_at_1a1n”йstable_at_1a1o•кstable_at_1a1o–йstable_at_1a1p—кstable_at_1a1p˜йstable_at_1a1q™кstable_at_1a1qšйstable_at_1a1r›кstable_at_1a1rœйstable_at_1a1sкstable_at_1a1sžйstable_at_1a1tŸкstable_at_1a1t йstable_at_1a1uЁкstable_at_1a1uЂйstable_at_1a1vЃкstable_at_1a1vЄйstable_at_1a1wЅкstable_at_1a1wІйstable_at_1a1xЇкstable_at_1a1xЈйstable_at_1a1yЉкstable_at_1a1yЊйstable_at_1a1zЋкstable_at_1a1zЌйstable_merchant­эstable_on_enterЎкstable_on_enterЏйstable_steed_spwА stable_taw_1Бкstable_taw_1Вйstable_taw_1a1Гкstable_taw_1a1Дйstable_taw_1a1aЕкstable_taw_1a1aЖйstable_taw_1a1bЗкstable_taw_1a1bИйstable_taw_1a1cЙкstable_taw_1a1cКйstable_taw_1a1dЛкstable_taw_1a1dМйstable_taw_1a1eНкstable_taw_1a1eОйstable_taw_1a1fПкstable_taw_1a1fРйstable_taw_1a1gСкstable_taw_1a1gТйstable_taw_1a1hУкstable_taw_1a1hФйstable_taw_1a1iХкstable_taw_1a1iЦйstable_taw_1a1jЧкstable_taw_1a1jШйstable_taw_1a1kЩкstable_taw_1a1kЪйstable_taw_1a1lЫкstable_taw_1a1lЬйstable_taw_1a1mЭкstable_taw_1a1mЮйstable_taw_1a1nЯкstable_taw_1a1nайstable_taw_1a1oбкstable_taw_1a1oвйstable_taw_1a1pгкstable_taw_1a1pдйstable_taw_1a1qекstable_taw_1a1qжйstable_taw_1a1rзкstable_taw_1a1rийstable_taw_1a1sйкstable_taw_1a1sкйstable_taw_1a1tлкstable_taw_1a1tмйstable_taw_1a1uнкstable_taw_1a1uойstable_taw_1a1vпкstable_taw_1a1vрйstable_taw_1a1wскstable_taw_1a1wтйstable_taw_1a1xукstable_taw_1a1xфйstable_taw_1a1yхкstable_taw_1a1yцйstable_taw_1a1zчкstable_taw_1a1zшйstable_taw_1a2щкstable_taw_1a2ъйstable_taw_2ыкstable_taw_2ьйstable_taw_3экstable_taw_3юйstablehandяыstablemercboots№щstablemercgarbёщstablemercglovesђщstablemercringѓщstablemercringrtєщsteed_merchantѕыtaw_horse_nobranікtaw_horse_nobranїйtaw_horse_ownerјкtaw_horse_ownerљйtaw_is_mountedњкtaw_is_mountedћйuse_hitchingpostќкuse_hitchingpost§йwht_horseўыwht_horse_fџыwht_horse_goodыwht_horse_good_fыwht_horse_weakыwht_horse_weak_fыwht_ponyыwht_pony_fыwht_pony_goodыwht_pony_good_fыwht_pony_weakыwht_pony_weak_f ы"0"p7 YЗY.х[вЗoеŒƒ‰’Ђ ‘3Џ•ШН,єЫ/#кu˜л\єнeYо‰то\>пšип!љя– мkCЎkИб ллГŽЉ ‚+"_Š'`ъ,`J2‰г@Š]Oэ]–ƒl&Љz'аˆВ‚—Б3ІКэДМЉУUўбXVрЖm N†’UЭ/_…N­w$žФшЖњтИ‚dбЈ г‚ŽыЈ6э‚ИЈ`‚тЈŠ!‚ :ЈД;‚6TЈоU‚`nЈp‚ŠˆЈ2Š‚ДЂЈ\ЄƒпМЉˆО€ЯšЂбИтHуS›хgцИКыWь–эёxeђ oїЁјœГКœV]&œљ&6œœ6ЃEœ?FFUœтUщdœ…eŒtœ(u/„œЫ„г“p” z™ šw>‘иВCмб№вц8ЂР,O5§L9iI<ЅJЕZYГ hОЫvПŠ…Wс“Z;ЂБ'ьЩQ=ЪБ'юёQ?ђБ'№QAБ'ђAQCBБ'єiQEjБ'і‘QG’Б'јЙQIКБ'њсQKтБ'ќ QM Б'ў1RP2Б'ZRSZБ'‚RV‚Б'ЊRYЊБ' вR\вБ' њR_њБ'" Rb" Б'J ReJ Б'r Rhr Б'š Rkš Б'Т RnТ Б'ъ Rqъ Б'" Rt Б'%: Rw: Б'(b Rzb Б'+Š R}Š Б'.В R€В Й99ь I"‚ Xк tN [ MЈ ƒ+7 tŸ? 1 аL …UM 1 †Z … [ 1 ‰0M Р[ ‘Qj ”хx ,‡ /@• ГѓЃ ЕЈВ КbС Йа Upо XNCS V1.0B // Killer Horse Pack v1.0 Library Script //:://///////////////////////////////////// // _horse_ride_inc //:://///////////////////////////////////// // Local Variables Used: // Module- "SteedIDMax" (int) max ID for steeds, automatically maintained // // Rider- "Mounted" (int) != 0 when mounted, automatically maintained // "oCEP_Mount_C" object pointing to steed when mounted, automatically maintained // // NPC- "RanchName" string indicating ranch name for the NPC if he is to own a horse // // Steed- "SteedID" (int) unique ID number, automatically maintained // "Speed" float 1.2-2.5 representing speed in m/sec. // "MountBlocked" (int) != 0 prevents mounting // "ClaimBlocked" (int) != 0 prevents claiming ownership // "BrandRanch" string indicating ranch of owner // "BrandOwner" string indicating owner's name // // Stable Area- "SteedSpawnBlocked" (int) != 0 prevents steed restocking // Note: Stable areas must have a restock delay > 0.0 to be considered a stable. // "SteedRestockDelay" integer indicating how long between restocking measured in rounds // "SteedSpawn_XX" object array keeps track of spawn waypoints, automatically maintained // "SteedCount" (int) keeps track of how many steed spawn waypoints are in the stable, automatically maintained // "Proprietor" string indicating owner's name of steeds spawned // "RanchName" string indicating ranch name of steeds spawned // "UniqueSteeds" (int) == 0 prevents nightmares and aurnthils from spawning // Note: Stable areas must have at least one special SteedSpawn waypoint to be considered a stable // // Stablehand- "MaxMindedTotal" (int) indicates the maximum number of steeds he can mind // "MaxMindedPerPC" (int) indicates the maximum number of steeds he will mind per PC // Note: Stablehands must have max minded values > 0 for both categories to be considered a stablehand // "CurMindedTotal" (int) keeps track of how many total steeds he is minding, automatically maintained // UniqueID(oPC)+"CurMinded" (int) keeps track of how many steeds he is minding for a particular oPC, automatically maintained // UniqueID(oPC)+"HorseXX" object array of the steeds he is minding for a particular oPC, automatically maintained // "MindingFee" (int) gp cost he charges to mind a steed // // Steed Merchant- "SteedsForSale" (int) how many steeds he has for sale, automatically maintained // "SteedForSaleXX" object array of the steeds he is selling, automatically maintained // "SteedSalePriceXX" (int) array of total cost for each steed, automatically maintained // Note: Steed merchants must have a non-blank ranch name to be considered a steed merchant // "RanchName" string indicating ranch name for the merchant // Note: Steed merchants must have cost values != 0 for all 4 categories to be considered a steed merchant // "SteedCostWeak" (int) gp he charges for weak quality steeds // "SteedCostAve" (int) gp he charges for average quality steeds // "SteedCostGood" (int) gp he charges for good quality steeds // "SteedCostUnique" (int) gp he charges for unique quality steeds // "SteedMarkup" (int) max percentage markup he charges for steeds he sells (100 = double cost, 0 = no markup, -50 = half off) // "PurchaseSpot" (string) TAG of a waypoint where horses will appear when purchased, if blank or none exists horse will stay where he is // "PurchaseStablehand" (string) TAG of a stablehand who will mind purchased steeds, if blank or none exists nobody will mind the steed //:://///////////////////////////////////// // Special Objects: // Steed Spawn Waypoint- TAG = "SteedSpawn" indicates where a steed may spawn when stable restocks // Note: The number of these placed in the stable area must not exceed MAX_STEEDS_FOR_SALE // // Steed Purchase Spot- Waypoint where steeds purchased from a steed merchant are jumped when a purchase is made. TAG = contents of merchant's "PurchaseSpot" string variable // // Steed Purchase Stablehand- Stablehand who will automatically mind new steeds purchased from a steed merchant, TAG = contents of merchant's "PurchaseStablehand" string variable //:://///////////////////////////////////// // Custom Tokens Used: // steed_minder conversation uses 3000-3010, 3050-3051 // // stable_merchant conversation uses 3099-3126 // // branding_iron conversation uses none //:://///////////////////////////////////// #include "nw_i0_plot" #include "_unique_id_inc" #include "zep_inc_phenos" //:://///////////////////////////////////// // KHP System Constants //:://///////////////////////////////////// const int MAX_STEEDS_FOR_SALE = 26; const int BRANDING_IRON_TYPE_RANDOM = 0; const int BRANDING_IRON_TYPE_THIN = 1; const int BRANDING_IRON_TYPE_TINY = 2; const int BRANDING_IRON_TYPE_MEDIUM = 3; //:://///////////////////////////////////// // int GetIsPCInArea( object oArea, object oExcept = OBJECT_INVALID) // Returns TRUE if a PC exists in area oArea. If oExcept is // a valid PC, he will not be considered in the area if // found there. //:://///////////////////////////////////// int GetIsPCInArea( object oArea, object oExcept = OBJECT_INVALID); int GetIsPCInArea( object oArea, object oExcept = OBJECT_INVALID) { if( !GetIsObjectValid( oArea) || (GetArea( oArea) != oArea)) return FALSE; object oFirst = GetFirstObjectInArea( oArea); if( !GetIsObjectValid( oFirst)) return FALSE; if( GetIsPC( oFirst) && (!GetIsPC( oExcept) || (oFirst != oExcept))) return TRUE; int iNth = 1; object oPC = GetNearestCreature( CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, oFirst); while( GetIsPC( oPC) && GetIsPC( oExcept) && (oPC == oExcept)) oPC = GetNearestCreature( CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, oFirst, ++iNth); return GetIsPC( oPC); } //:://///////////////////////////////////// // int SkillCheck( object oRoller, int iSkill, int nDC) // Returns TRUE if oRoller and passes the skill check specified // by iSkill using the DC class specified in nDC. iSkill must // be one of the SKILL_* constants. You cannot use SKILL_ALL_SKILLS. //:://///////////////////////////////////// int SkillCheck( object oRoller, int iSkill, int nDC); int SkillCheck( object oRoller, int iSkill, int nDC) { if( !GetIsObjectValid( oRoller) || (iSkill < 0)) return FALSE; return ((d20() +GetSkillRank( iSkill, oRoller)) >= nDC); } //:://///////////////////////////////////// // int GetIsMounted( object oCreature) // Returns TRUE if oCreature is a valid creature who is also // currently mounted on a rideable horse. //:://///////////////////////////////////// int GetIsMounted( object oCreature); int GetIsMounted( object oCreature) { if( !GetIsObjectValid( oCreature) || (GetObjectType( oCreature) != OBJECT_TYPE_CREATURE)) return FALSE; return (GetLocalInt( oCreature, "Mounted") && GetIsObjectValid( GetLocalObject( oCreature, "oCEP_Mount_C"))); } //:://///////////////////////////////////// // int GetIsASteed( object oSteed) // Returns TRUE if oSteed is a rideable horse that conforms // to KHP's system. //:://///////////////////////////////////// int GetIsASteed( object oSteed); int GetIsASteed( object oSteed) { if( !GetIsObjectValid( oSteed) || (GetObjectType( oSteed) != OBJECT_TYPE_CREATURE) || GetIsPC( oSteed)) return FALSE; int iMaxSteedID = GetLocalInt( GetModule(), "SteedIDMax"); int iSteedID = GetLocalInt( oSteed, "SteedID"); if( (iMaxSteedID < 1) || (iSteedID < 1) || (iSteedID > iMaxSteedID)) return FALSE; string sResref = GetResRef( oSteed); if( sResref == "brn_horse") return TRUE; if( sResref == "wht_horse") return TRUE; if( sResref == "blk_horse") return TRUE; if( sResref == "brn_pony") return TRUE; if( sResref == "wht_pony") return TRUE; if( sResref == "spot_pony") return TRUE; if( sResref == "brn_horse_weak") return TRUE; if( sResref == "wht_horse_weak") return TRUE; if( sResref == "blk_horse_weak") return TRUE; if( sResref == "brn_pony_weak") return TRUE; if( sResref == "wht_pony_weak") return TRUE; if( sResref == "spot_pony_weak") return TRUE; if( sResref == "brn_horse_good") return TRUE; if( sResref == "wht_horse_good") return TRUE; if( sResref == "blk_horse_good") return TRUE; if( sResref == "brn_pony_good") return TRUE; if( sResref == "wht_pony_good") return TRUE; if( sResref == "spot_pony_good") return TRUE; if( sResref == "aurenthil") return TRUE; if( sResref == "nightmare") return TRUE; if( sResref == "brn_horse_f") return TRUE; if( sResref == "wht_horse_f") return TRUE; if( sResref == "blk_horse_f") return TRUE; if( sResref == "brn_pony_f") return TRUE; if( sResref == "wht_pony_f") return TRUE; if( sResref == "spot_pony_f") return TRUE; if( sResref == "brn_horse_weak_f") return TRUE; if( sResref == "wht_horse_weak_f") return TRUE; if( sResref == "blk_horse_weak_f") return TRUE; if( sResref == "brn_pony_weak_f") return TRUE; if( sResref == "wht_pony_weak_f") return TRUE; if( sResref == "spot_pony_weak_f") return TRUE; if( sResref == "brn_horse_good_f") return TRUE; if( sResref == "wht_horse_good_f") return TRUE; if( sResref == "blk_horse_good_f") return TRUE; if( sResref == "brn_pony_good_f") return TRUE; if( sResref == "wht_pony_good_f") return TRUE; if( sResref == "spot_pony_good_f") return TRUE; if( sResref == "aurenthil_f") return TRUE; if( sResref == "nightmare_f") return TRUE; return FALSE; } //:://///////////////////////////////////// // int GetSteedID( object oSteed) // Returns the unique steed ID number for the steed specified // in oSteed. If oSteed is not a KHP steed, it returns 0. //:://///////////////////////////////////// int GetSteedID( object oSteed); int GetSteedID( object oSteed) { if( !GetIsASteed( oSteed)) return 0; return GetLocalInt( oSteed, "SteedID"); } //:://///////////////////////////////////// // int SetSteedID( object oSteed) // Generates a new unique steed ID number for oSteed, sets // the steed's ID to that number, and returns the steeds new // ID. If oSteed is not a valid KHP steed, nothing is done // and the function returns 0. //:://///////////////////////////////////// int SetSteedID( object oSteed); int SetSteedID( object oSteed) { int iNewID = 0; int iMaxID = GetLocalInt( GetModule(), "SteedIDMax"); SetLocalInt( oSteed, "SteedID", 1); if( !iMaxID) SetLocalInt( GetModule(), "SteedIDMax", 1); if( GetIsASteed( oSteed)) { int iNewID = iMaxID +1; SetLocalInt( oSteed, "SteedID", iNewID); SetLocalInt( GetModule(), "SteedIDMax", iNewID); } else { DeleteLocalInt( oSteed, "SteedID"); if( iMaxID) SetLocalInt( GetModule(), "SteedIDMax", iMaxID); else DeleteLocalInt( GetModule(), "SteedIDMax"); } return iNewID; } //:://///////////////////////////////////// // object GetSteed( object oCreature) // Returns the rideable horse that oCreature is currently // mounted on. If oCreature is not mounted, invalid, or not // a creature, the function returns OBJECT_INVALID. //:://///////////////////////////////////// object GetSteed( object oCreature); object GetSteed( object oCreature) { return (GetIsMounted( oCreature) ? GetLocalObject( oCreature, "oCEP_Mount_C") : OBJECT_INVALID); } //:://///////////////////////////////////// // float GetSteedSpeed( object oSteed) // Returns the speed of oSteed in m/sec. The value will be in // the range 1.2-2.5 always. If oSteed is not a valid KHP // steed, the function returns 0.0 //:://///////////////////////////////////// float GetSteedSpeed( object oSteed); float GetSteedSpeed( object oSteed) { if( !GetIsASteed( oSteed)) return 0.0; return GetLocalFloat( OBJECT_SELF, "Speed"); } //:://///////////////////////////////////// // void SetSteedSpeed( object oSteed, float fSpeed) // Sets the speed of oSteed to the speed specified in fSpeed // measured in m/sec. The value of fSpeed must be in the range // 1.2-2.5 or else the function will use 1.2. If oSteed is not // a valid KHP steed, nothing is done at all. //:://///////////////////////////////////// void SetSteedSpeed( object oSteed, float fSpeed); void SetSteedSpeed( object oSteed, float fSpeed) { if( !GetIsASteed( oSteed)) return; fSpeed = (((fSpeed < 1.2) || (fSpeed > 2.5)) ? 1.2 : fSpeed); SetLocalFloat( OBJECT_SELF, "Speed", fSpeed); } //:://///////////////////////////////////// // int GetSteedQuality( object oSteed) // Returns the steed quality of oSteed. The quality returned // will be: // 0 - weak // 1 - average // 2 - good // 3 - unique // If oSteed is not a valid KHP steed, the function returns -1. //:://///////////////////////////////////// int GetSteedQuality( object oSteed); int GetSteedQuality( object oSteed) { if( !GetIsASteed( oSteed)) return -1; string sResref = GetResRef( oSteed); if( GetStringRight( sResref, 2) == "_f") sResref = GetStringLeft( sResref, GetStringLength( sResref) -2); if( (sResref == "nightmare") || (sResref == "aurenthil")) return 3; if( GetStringRight( sResref, 4) == "good") return 2; if( GetStringRight( sResref, 4) == "weak") return 0; return 1; } //:://///////////////////////////////////// // int GetIsMountBlocked( object oSteed) // Returns TRUE if oSteed is a valid KHP steed who is set // to mount blocking mode. This prevents them from being // mounted. If oSteed is not a valid KHP steed the function // returns FALSE. //:://///////////////////////////////////// int GetIsMountBlocked( object oSteed); int GetIsMountBlocked( object oSteed) { if( !GetIsASteed( oSteed)) return FALSE; return GetLocalInt( oSteed, "MountBlocked"); } //:://///////////////////////////////////// // void SetMountBlocked( object oSteed, int bBlock = TRUE) // Sets the mount blocking mode of oSteed on or off. If bBlock // is TRUE, the mount blocking will be turned on. FALSE turns // it off. If oSteed is not a valid KHP steed, nothing happens // at all. //:://///////////////////////////////////// void SetMountBlocked( object oSteed, int bBlock = TRUE); void SetMountBlocked( object oSteed, int bBlock = TRUE) { if( !GetIsASteed( oSteed)) return; if( bBlock) SetLocalInt( oSteed, "MountBlocked", TRUE); else DeleteLocalInt( oSteed, "MountBlocked"); } //:://///////////////////////////////////// // int GetIsClaimBlocked( object oSteed) // Returns TRUE if oSteed is a valid KHP steed who is set // to claim blocking mode. This prevents them from being // branded to claim ownership. If oSteed is not a valid KHP // steed the function returns FALSE. //:://///////////////////////////////////// int GetIsClaimBlocked( object oSteed); int GetIsClaimBlocked( object oSteed) { if( !GetIsASteed( oSteed)) return FALSE; return GetLocalInt( oSteed, "ClaimBlocked"); } //:://///////////////////////////////////// // void SetClaimBlocked( object oSteed, int bBlock = TRUE) // Sets the claim blocking mode of oSteed on or off. If bBlock // is TRUE, the claim blocking will be turned on. FALSE turns // it off. If oSteed is not a valid KHP steed, nothing happens // at all. //:://///////////////////////////////////// void SetClaimBlocked( object oSteed, int bBlock = TRUE); void SetClaimBlocked( object oSteed, int bBlock = TRUE) { if( !GetIsASteed( oSteed)) return; if( bBlock) SetLocalInt( oSteed, "ClaimBlocked", TRUE); else DeleteLocalInt( oSteed, "ClaimBlocked"); } //:://///////////////////////////////////// // string GetSteedRanch( object oSteed) // Returns the Ranch that owns oSteed. If oSteed is not a // valid KHP steed, the function returns "". Note that valid // steeds can legally have a blank ranch name when unowned. //:://///////////////////////////////////// string GetSteedRanch( object oSteed); string GetSteedRanch( object oSteed) { if( !GetIsASteed( oSteed)) return ""; return GetLocalString( oSteed, "BrandRanch"); } //:://///////////////////////////////////// // void SetSteedRanch( object oSteed, string sRanch) // Changes the Ranch that owns oSteed to the ranch specified // in sRanch. If oSteed is not a valid KHP steed, nothing // happens at all. Changing the ranch to "" makes the horse // unowned. //:://///////////////////////////////////// void SetSteedRanch( object oSteed, string sRanch); void SetSteedRanch( object oSteed, string sRanch) { if( !GetIsASteed( oSteed)) return; if( sRanch == "") DeleteLocalString( oSteed, "BrandRanch"); else SetLocalString( oSteed, "BrandRanch", sRanch); } //:://///////////////////////////////////// // string GetSteedOwner( object oSteed) // Returns the Owner Name of the creature that owns oSteed. // If oSteed is not a valid KHP steed, the function returns "". // Note that valid steeds can legally have a blank owner name // when unowned. //:://///////////////////////////////////// string GetSteedOwner( object oSteed); string GetSteedOwner( object oSteed) { if( !GetIsASteed( oSteed)) return ""; return GetLocalString( oSteed, "BrandOwner"); } //:://///////////////////////////////////// // void SetSteedOwner( object oSteed, string sOwnerName) // Changes the Owner Name of the creature who owns oSteed to // the name specified in sOwnerName. If oSteed is not a valid KHP // steed, nothing happens at all. Changing the owner name // to "" makes the horse unowned. //:://///////////////////////////////////// void SetSteedOwner( object oSteed, string sOwnerName); void SetSteedOwner( object oSteed, string sOwnerName) { if( !GetIsASteed( oSteed)) return; if( sOwnerName == "") DeleteLocalString( oSteed, "BrandOwner"); else SetLocalString( oSteed, "BrandOwner", sOwnerName); } //:://///////////////////////////////////// // void SetSteedOwnerAndRanch( object oSteed, string sOwner = "", string sRanch = "") // Changes the Owner Name of the creature who owns oSteed to // the name specified in sOwnerName, and the Ranch that owns // oSteed to the ranch specified in sRanch. If oSteed is not // a valid KHP steed, nothing happens at all. Changing either // the ranch or owner name to "" makes the horse unowned. //:://///////////////////////////////////// void SetSteedOwnerAndRanch( object oSteed, string sOwnerName = "", string sRanch = ""); void SetSteedOwnerAndRanch( object oSteed, string sOwnerName = "", string sRanch = "") { if( !GetIsASteed( oSteed)) return; SetSteedOwner( oSteed, sOwnerName); SetSteedRanch( oSteed, sRanch); } //:://///////////////////////////////////// // void SetSteedOwnedBy( object oSteed, object oOwner) // Changes the Owner Name and Ranch that owns oSteed to match // those associated with oOwner. If oSteed is not a valid KHP // steed, oOwner is not a valid creature, or oOwner is not // a member of a ranch, nothing happens at all. //:://///////////////////////////////////// void SetSteedOwnedBy( object oSteed, object oOwner = OBJECT_INVALID); void SetSteedOwnedBy( object oSteed, object oOwner = OBJECT_INVALID) { if( !GetIsASteed( oSteed)) return; if( GetIsObjectValid( oOwner) && (GetObjectType( oOwner) != OBJECT_TYPE_CREATURE)) return; if( GetIsPC( oOwner)) SetSteedOwnerAndRanch( oSteed, GetName( oOwner), GetPCPlayerName( oOwner)); else if( GetIsObjectValid( oOwner)) SetSteedOwnerAndRanch( oSteed, GetName( oOwner)); else SetSteedOwnerAndRanch( oSteed); } //:://///////////////////////////////////// // int GetIsSteedOwned( object oSteed) // Returns TRUE if oSteed is a valid KHP steed who is owned // by some PC or NPC. //:://///////////////////////////////////// int GetIsSteedOwned( object oSteed); int GetIsSteedOwned( object oSteed) { if( !GetIsASteed( oSteed)) return FALSE; return ((GetSteedOwner( oSteed) != "") || (GetSteedRanch( oSteed) != "")); } //:://///////////////////////////////////// // int GetIsSteedOwner( object oSteed, object oOwner) // Returns TRUE if oSteed is owned by oOwner, oSteed is a // valid KHP steed, and oOwner is a valid creature who is a // member of some ranch. // This does exactly the same thing as the GetIsSteedOwnedBy // function, just under a different name. //:://///////////////////////////////////// int GetIsSteedOwner( object oSteed, object oOwner); int GetIsSteedOwner( object oSteed, object oOwner) { if( !GetIsASteed( oSteed) || !GetIsObjectValid( oOwner) || (GetObjectType( oOwner) != OBJECT_TYPE_CREATURE)) return FALSE; string sOwner = GetName( oOwner); string sRanch = ""; if( GetIsPC( oOwner)) sRanch = GetPCPlayerName( oOwner); else sRanch = GetLocalString( oOwner, "RanchName"); return ((GetSteedRanch( oSteed) == sRanch) && (GetSteedOwner( oSteed) == sOwner)); } //:://///////////////////////////////////// // int GetIsSteedOwnedBy( object oSteed, object oOwner) // Returns TRUE if oSteed is owned by oOwner, oSteed is a // valid KHP steed, and oOwner is a valid creature who is a // member of some ranch. // This does exactly the same thing as the GetIsSteedOwner // function, just under a different name. //:://///////////////////////////////////// int GetIsSteedOwnedBy( object oSteed, object oOwner); int GetIsSteedOwnedBy( object oSteed, object oOwner) { return GetIsSteedOwner( oSteed, oOwner); } //:://///////////////////////////////////// // object CreateSteed( location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = "") // Spawns a KHP steed at the location specified in lCreateAt. // The steed spawned will have the color, size, gender, and // quality specified in iColor, bPony, iQuality, and bFemale. // Its TAG, Ranch Name, and Owner Name will be set according // to the values in sTAG, sRanch, and sOwner. If any parameter // is out of range or not valid, the function returns OBJECT_INVALID. // Otherwise the function returns the horse created. // iColor = 0 -> Brown (quality 0-2) or Aurenthil (unique) // = 1 -> White (quality 0-2) or Nightmare (unique) // = 2 -> Black (Horse size) or Spotted (Pony size) // For unique quality iColor cannot be 2. // bPony = TRUE -> Pony // = FALSE -> Horse // iQuality = 0 -> weak // = 1 -> average // = 2 -> average // = 3 -> average // bFemale = TRUE -> mare // = FALSE -> stallion //:://///////////////////////////////////// object CreateSteed( location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = ""); object CreateSteed( location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = "") { if( !GetIsObjectValid( GetAreaFromLocation( lCreateAt))) return OBJECT_INVALID; if( (iColor < 0) || (iColor > 2) || (iQuality < 0) || (iQuality > 3)) return OBJECT_INVALID; if( (iQuality == 3) && (iColor > 1)) return OBJECT_INVALID; string sResref = ""; sResref = ((iColor == 0) ? "brn" : ((iColor == 1) ? "wht" : (bPony ? "spot" : "blk"))); sResref += (bPony ? "_pony" : "_horse"); sResref += ((iQuality == 0) ? "_weak" : ((iQuality == 1) ? "" : "_good")); sResref = ((iQuality == 3) ? ((iColor == 0) ? "aurenthil" : "nightmare") : sResref); sResref += (bFemale ? "_f" : ""); object oSteed = CreateObject( OBJECT_TYPE_CREATURE, sResref, lCreateAt, FALSE, sTag); DelayCommand( 1.0, SetSteedOwnerAndRanch( oSteed, sOwner, sRanch)); return oSteed; } //:://///////////////////////////////////// // void CreateSteedVoid( location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = "") // Same as CreateSteed except this one doesn't return anything // so it can be used in AssignCommand, DelayCommand, and // ActionDoCommand statements. See CreateSteed for a rundown // of the parameters and the legal values you can use. //:://///////////////////////////////////// void CreateSteedVoid( location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = ""); void CreateSteedVoid( location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = "") { if( !GetIsObjectValid( GetAreaFromLocation( lCreateAt))) return; CreateSteed( lCreateAt, iColor, bPony, iQuality, bFemale, sTag, sOwner, sRanch); } //:://///////////////////////////////////// // void DelayedCreateSteed( float fDelay, location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = "") // Same as CreateSteed except this one doesn't return anything // and will delay the spawn as if called from a DelayCommand // statement. It can also be used in AssignCommand, // DelayCommand, and ActionDoCommand statements. See // CreateSteed for a rundown of the parameters and the legal // values you can use. // fDelay specifies the amount of time to wait before spawning // the steed (measured in seconds). //:://///////////////////////////////////// void DelayedCreateSteed( float fDelay, location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = ""); void DelayedCreateSteed( float fDelay, location lCreateAt, int iColor, int bPony, int iQuality, int bFemale, string sTag = "", string sOwner = "", string sRanch = "") { if( !GetIsObjectValid( GetAreaFromLocation( lCreateAt))) return; fDelay = ((fDelay <= 0.0) ? 0.1 : fDelay); DelayCommand( fDelay, CreateSteedVoid( lCreateAt, iColor, bPony, iQuality, bFemale, sTag, sOwner, sRanch)); } //:://///////////////////////////////////// // object CreateRandomSteed( location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE) // Spawns a KHP steed at the location specified in lCreateAt. // The steed spawned will have its color, size, gender, and // quality randomly determined. Its TAG, Ranch Name, and // Owner Name will be set according to the values in sTAG, // sRanch, and sOwner. If the location is invalid, the // function returns OBJECT_INVALID. Otherwise the function // returns the created steed. Use the bIncludeUnique to control // whether or not unique steeds will be created. // bIncludeUnique = TRUE -> Aurenthil and Nightmares may be created. // = FALSE -> No Aurenthil and Nightmares will be created. // The probabilities are as follows: // Unique = TRUE Unique = FALSE // ------------- -------------- // weak 45% weak 47% // ave 30% ave 32% // good 20% good 21% // unique 5% unique 0% // // female 50% female 50% // male 50% male 50% // // pony 50% pony 50% // horse 50% horse 50% // // brown 33% brown 33% // white 33% white 33% // spotted/black 33% spotted/black 33% // aurenthil/nightmare 50% //:://///////////////////////////////////// object CreateRandomSteed( location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE); object CreateRandomSteed( location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE) { if( !GetIsObjectValid( GetAreaFromLocation( lCreateAt))) return OBJECT_INVALID; string sResref = ""; int iQuality = Random( bIncludeUnique ? 20 : 19); int iColor = Random( (iQuality == 20) ? 2 : 3); int bPony = (d2() == 1); int bFemale = (d2() == 1); switch( iQuality) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: /* Weak */ iQuality = 0; break; case 9: case 10: case 11: case 12: case 13: case 14: /* Average */ iQuality = 1; break; case 15: case 16: case 17: case 18: /* Good */ iQuality = 2; break; case 19: /* Unique */ iQuality = 3; break; } return CreateSteed( lCreateAt, iColor, bPony, iQuality, bFemale, sTag, sOwner, sRanch); } //:://///////////////////////////////////// // void CreateRandomSteedVoid( location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE) // Same as CreateRandomSteed except this one doesn't return // anything so it can be used in AssignCommand, DelayCommand, // and ActionDoCommand statements. See CreateRandomSteed for a // rundown of the parameters and the legal values you can use. //:://///////////////////////////////////// void CreateRandomSteedVoid( location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE); void CreateRandomSteedVoid( location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE) { if( !GetIsObjectValid( GetAreaFromLocation( lCreateAt))) return; CreateRandomSteed( lCreateAt, sTag, sOwner, sRanch, bIncludeUnique); } //:://///////////////////////////////////// // void DelayedCreateRandomSteed( float fDelay, location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE) // Same as CreateRandomSteed except this one doesn't return // anything and will delay the spawn as if called from a // DelayCommand statement. It can also be used in AssignCommand, // DelayCommand, and ActionDoCommand statements. See // CreateRandomSteed for a rundown of the parameters and the // legal values you can use. // fDelay specifies the amount of time to wait before spawning // the steed (measured in seconds). //:://///////////////////////////////////// void DelayedCreateRandomSteed( float fDelay, location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE); void DelayedCreateRandomSteed( float fDelay, location lCreateAt, string sTag = "", string sOwner = "", string sRanch = "", int bIncludeUnique = FALSE) { if( !GetIsObjectValid( GetAreaFromLocation( lCreateAt))) return; fDelay = ((fDelay <= 0.0) ? 0.1 : fDelay); DelayCommand( fDelay, CreateRandomSteedVoid( lCreateAt, sTag, sOwner, sRanch, bIncludeUnique)); } //:://///////////////////////////////////// // int GetIsAStable( object oStable) // Returns TRUE if oStable is a valid area object that has been // set up as a KHP stable. //:://///////////////////////////////////// int GetIsAStable( object oStable); int GetIsAStable( object oStable) { if( !GetIsObjectValid( oStable) || (GetArea( oStable) != oStable)) return FALSE; if( GetLocalInt( oStable, "SteedRestockDelay") <= 0) return FALSE; object oFirst = GetFirstObjectInArea(); if( !GetIsObjectValid( oFirst)) return FALSE; if( (GetTag( oFirst) == "SteedSpawn") && (GetObjectType( oFirst) == OBJECT_TYPE_WAYPOINT)) return TRUE; int iNth = 1; object oSpawn = GetNearestObjectByTag( "SteedSpawn", oFirst); while( GetIsObjectValid( oSpawn)) { if( GetObjectType( oSpawn) == OBJECT_TYPE_WAYPOINT) return TRUE; oSpawn = GetNearestObjectByTag( "SteedSpawn", oFirst, ++iNth); } return FALSE; } //:://///////////////////////////////////// // void PopulateStable( object oStable, object oExcept = OBJECT_INVALID) // Causes the stable specified by oStable to restock its supply // of steeds. All steeds in the area matching the owner/ranch // matching the proprietor/ranch settings on the stable area // are destroyed. Then a new set is spawned at the steed spawn // point waypoints found in the stable area. There is a 50% // chance at each steed spawn waypoint that a steed will not // be produced there. Does nothing if the SteedSpawnBlocked // variable on the stable area is non-zero, oStable is not // a valid KHP stable area, or no steed spawn point waypoints // are found in the area. //:://///////////////////////////////////// void PopulateStable( object oStable, object oExcept = OBJECT_INVALID); void PopulateStable( object oStable, object oExcept = OBJECT_INVALID) { if( !GetIsAStable( oStable)) return; if( GetLocalInt( oStable, "SteedSpawnBlocked") || GetIsPCInArea( oStable, oExcept)) return; SetLocalInt( oStable, "SteedSpawnBlocked", TRUE); int iRestockDelay = GetLocalInt( oStable, "SteedRestockDelay"); iRestockDelay = ((iRestockDelay < 1) ? 1 : iRestockDelay); DelayCommand( RoundsToSeconds( iRestockDelay), DeleteLocalInt( oStable, "SteedSpawnBlocked")); int iWP = 0; object oSteed = GetFirstObjectInArea( oStable); while( (iWP < MAX_STEEDS_FOR_SALE) && GetIsObjectValid( oSteed)) { if( GetIsASteed( oSteed)) { if( (GetLocalString( oStable, "RanchName") == GetSteedRanch( oSteed)) && (GetLocalString( oStable, "Proprietor") == GetSteedOwner( oSteed)) ) DestroyObject( oSteed); } else if( GetObjectType( oSteed) == OBJECT_TYPE_WAYPOINT) { if( GetTag( oSteed) == "SteedSpawn") SetLocalObject( oStable, "SteedSpawn_" +IntToString( ++iWP), oSteed); } oSteed = GetNextObjectInArea( oStable); } DeleteLocalInt( oStable, "SteedCount"); while( iWP > 0) { object oWP = GetLocalObject( oStable, "SteedSpawn_" +IntToString( iWP--)); if( GetIsObjectValid( oWP)) { location lSpawnAt = Location( oStable, GetPosition( oWP), ((IntToFloat( Random( 36001)) /100.0) +0.5)); if( d2() > 1) { DelayedCreateRandomSteed( 0.01, lSpawnAt, "", GetLocalString( oStable, "Proprietor"), GetLocalString( oStable, "RanchName"), GetLocalInt( oStable, "UniqueSteeds")); SetLocalInt( oStable, "SteedCount", GetLocalInt( oStable, "SteedCount") +1); } } } } //:://///////////////////////////////////// // int GetIsAStablehand( object oStablehand) // Returns TRUE if oStablehand is a valid KHP stablehand NPC. //:://///////////////////////////////////// int GetIsAStablehand( object oStablehand); int GetIsAStablehand( object oStablehand) { if( !GetIsObjectValid( oStablehand) || (GetObjectType( oStablehand) != OBJECT_TYPE_CREATURE)) return FALSE; if( GetLocalInt( oStablehand, "MaxMindedTotal") < 1) return FALSE; if( GetLocalInt( oStablehand, "MaxMindedPerPC") < 1) return FALSE; return TRUE; } //:://///////////////////////////////////// // int GetCorralIsFull( object oStablehand) // Returns TRUE if oStablehand is a valid KHP stablehand NPC // who is currently tending his maximum number of steeds. //:://///////////////////////////////////// int GetCorralIsFull( object oStablehand); int GetCorralIsFull( object oStablehand) { if( !GetIsAStablehand( oStablehand)) return FALSE; int nMaxMindedTotal = GetLocalInt( oStablehand, "MaxMindedTotal"); int nCurMindedTotal = GetLocalInt( oStablehand, "CurMindedTotal"); return (nCurMindedTotal >= nMaxMindedTotal); } //:://///////////////////////////////////// // int GetCorralHasRoom( object oStablehand, object oPC) // Returns TRUE if oStablehand is a valid KHP stablehand NPC // who is currently tending his maximum number of steeds allowed // for the specified oPC, and oPC is a valid PC. //:://///////////////////////////////////// int GetCorralHasRoom( object oStablehand, object oPC); int GetCorralHasRoom( object oStablehand, object oPC) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC) || GetCorralIsFull( oStablehand)) return FALSE; int nMaxMindedPerPC = GetLocalInt( oStablehand, "MaxMindedPerPC"); int nCurMinded = GetLocalInt( oStablehand, GetUniqueID( oPC) +"CurMinded"); if( nCurMinded >= nMaxMindedPerPC) return FALSE; return TRUE; } //:://///////////////////////////////////// // int GetIsASteedMerchant( object oMerchant) // Returns TRUE if oMerchant is a valid KHP steed merchant NPC. //:://///////////////////////////////////// int GetIsASteedMerchant( object oMerchant); int GetIsASteedMerchant( object oMerchant) { if( !GetIsObjectValid( oMerchant) || (GetObjectType( oMerchant) != OBJECT_TYPE_CREATURE) || GetIsPC( oMerchant)) return FALSE; if( !GetLocalInt( oMerchant, "SteedCostWeak") || !GetLocalInt( oMerchant, "SteedCostAve") || !GetLocalInt( oMerchant, "SteedCostGood") || !GetLocalInt( oMerchant, "SteedCostUnique")) return FALSE; if( GetLocalString( oMerchant, "RanchName") == "") return FALSE; return TRUE; } //:://///////////////////////////////////// // void FindSteedsForSale( object oMerchant = OBJECT_SELF) // Searches the stable oMerchant is located in for steeds // owned by him and stores them all in a table. If oMerchant // is not a valid KHP steed merchant, nothing happens at all. // This function is called from the merchant's conversation // to generate the list of steeds for sale he presents to customers. //:://///////////////////////////////////// void FindSteedsForSale( object oMerchant = OBJECT_SELF); void FindSteedsForSale( object oMerchant = OBJECT_SELF) { if( !GetIsASteedMerchant( oMerchant)) return; DeleteLocalInt( oMerchant, "SteedsForSale"); int iSteeds = 0; int iNth = 1; object oSteed = GetNearestCreature( CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oMerchant); while( GetIsObjectValid( oSteed)) { if( GetIsSteedOwner( oSteed, oMerchant)) { SetLocalInt( oMerchant, "SteedsForSale", ++iSteeds); SetLocalObject( oMerchant, "SteedForSale" +IntToString( iSteeds), oSteed); } oSteed = GetNearestCreature( CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_NOT_PC, oMerchant, ++iNth); } } //:://///////////////////////////////////// // int GetSteedsForSale( object oMerchant = OBJECT_SELF) // Searches the stable oMerchant is located in for steeds // owned by him and stores them all in a table. This function // is called from the merchant's conversation to generate the // list of steeds for sale he presents to customers. The // function returns the number of steeds found. If oMerchant // is not a valid KHP steed merchant, the function returns 0. //:://///////////////////////////////////// int GetSteedsForSale( object oMerchant = OBJECT_SELF); int GetSteedsForSale( object oMerchant = OBJECT_SELF) { if( !GetIsASteedMerchant( oMerchant)) return 0; FindSteedsForSale( oMerchant); return GetLocalInt( oMerchant, "SteedsForSale"); } //:://///////////////////////////////////// // int GetSteedCost( object oSteed, object oMerchant) // Returns the base selling price oMerchant will charge for // oSteed based on the quality of oSteed. If oMerchant is not // a valid KHP steed merchant or oSteed is not a valid KHP // rideable horse, the function returns 0. Note that valid // KHP steed merchants cannot have a 0 base cost value for // any quality of steed. //:://///////////////////////////////////// int GetSteedCost( object oSteed, object oMerchant); int GetSteedCost( object oSteed, object oMerchant) { if( !GetIsASteed( oSteed) || !GetIsASteedMerchant( oMerchant)) return 0; switch( GetSteedQuality( oSteed)) { case 0: return GetLocalInt( oMerchant, "SteedCostWeak"); case 1: return GetLocalInt( oMerchant, "SteedCostAve"); case 2: return GetLocalInt( oMerchant, "SteedCostGood"); case 3: return GetLocalInt( oMerchant, "SteedCostUnique"); default: break; } return 0; } //:://///////////////////////////////////// // void SetSteedCost( object oMerchant, int iQuality, int nCost) // Changes the base selling price oMerchant will charge for // steed of the quality specified in iQuality to the cost in // GP specified in nCost. If oMerchant is not a valid KHP // steed merchant or iQuality is not in the 0-3 range, the // function does nothing at all. Note that valid // KHP steed merchants cannot have a 0 base cost value for // any quality of steed, so if you set nCost to 0 you will // cause oMerchant to no longer be a steed merchant. //:://///////////////////////////////////// void SetSteedCost( object oMerchant, int iQuality, int nCost); void SetSteedCost( object oMerchant, int iQuality, int nCost) { if( !GetIsASteedMerchant( oMerchant) || (iQuality < 0) || (iQuality > 3)) return; switch( iQuality) { case 0: SetLocalInt( oMerchant, "SteedCostWeak", nCost); return; case 1: SetLocalInt( oMerchant, "SteedCostAve", nCost); return; case 2: SetLocalInt( oMerchant, "SteedCostGood", nCost); return; case 3: SetLocalInt( oMerchant, "SteedCostUnique", nCost); return; } } //:://///////////////////////////////////// // int GetMindedCount( object oStablehand, object oPC) // Returns the number of KHP steeds oStablehand is currently // tending for oPC. If oStablehand is not a valid KHP stablehand // or oPC is not a valid PC, the function returns 0. //:://///////////////////////////////////// int GetMindedCount( object oStablehand, object oPC); int GetMindedCount( object oStablehand, object oPC) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC)) return 0; return GetLocalInt( oStablehand, GetUniqueID( oPC) +"CurMinded"); } //:://///////////////////////////////////// // int GetIsMindedByID( object oStablehand, object oPC, int iSteedID) // Returns TRUE if oStablehand is currently minding the steed // with a SteedID of iSteedID for oPC. If oStablehand is not // a valid KHP stablehand, oPC is not a valid PC, or iSteed // is not a valid SteedID, the function returns FALSE. //:://///////////////////////////////////// int GetIsMindedByID( object oStablehand, object oPC, int iSteedID); int GetIsMindedByID( object oStablehand, object oPC, int iSteedID) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC) || (iSteedID < 1) || (iSteedID > GetLocalInt( GetModule(), "SteedIDMax"))) return FALSE; string sPCVar = GetUniqueID( oPC); int iMax = GetLocalInt( oStablehand, "MaxMindedPerPC"); if( (GetLocalInt( oStablehand, "CurMindedTotal") < 1) ||(GetLocalInt( oStablehand, sPCVar +"CurMinded") < 1)) return FALSE; do { if( GetSteedID( GetLocalObject( oStablehand, sPCVar +"Horse" +IntToString( iMax))) == iSteedID) return TRUE; } while( --iMax > 0); return FALSE; } //:://///////////////////////////////////// // int GetIsMinded( object oStablehand, object oPC, object oSteed) // Returns TRUE if oStablehand is currently minding the oSteed // for oPC. If oStablehand is not a valid KHP stablehand, oPC // is not a valid PC, or oSteed is not a valid KHP steed, the // function returns FALSE. //:://///////////////////////////////////// int GetIsMinded( object oStablehand, object oPC, object oSteed); int GetIsMinded( object oStablehand, object oPC, object oSteed) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC) || !GetIsASteed( oSteed)) return FALSE; return GetIsMindedByID( oStablehand, oPC, GetSteedID( oSteed)); } //:://///////////////////////////////////// // int MindSteed( object oStablehand, object oPC, object oSteed) // Tries to assign oStablehand to tend oSteed for oPC. If // the stablehand is able to tend the steed then the function // returns TRUE, the steed is added to oStablehand's list of // tended horses owned by oPC, and the steed is mount and // claim blocked. If oStablehand is not a valid KHP stablehand, // oPC is not a valid PC, oSteed is not a valid KHP steed, // or if oStablehand's corral is either full or he is already // tending the maximum number of oPC's steeds allowed, then // the function will return FALSE and no change to the steed // or stablehand will take place. //:://///////////////////////////////////// int MindSteed( object oStablehand, object oPC, object oSteed); int MindSteed( object oStablehand, object oPC, object oSteed) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC) || !GetIsASteed( oSteed)) return FALSE; // Mind the steed for this PC. string sPCVar = GetUniqueID( oPC); int iMax = GetLocalInt( oStablehand, "MaxMindedPerPC"); if( !GetCorralHasRoom( oStablehand, oPC)) return FALSE; do { object oMindedSteed = GetLocalObject( oStablehand, sPCVar +"Horse" +IntToString( iMax)); if( !GetIsASteed( oMindedSteed)) { SetLocalObject( oStablehand, sPCVar +"Horse" +IntToString( iMax), oSteed); SetLocalInt( oStablehand, sPCVar +"CurMinded", GetLocalInt( oStablehand, sPCVar +"CurMinded") +1); SetLocalInt( oStablehand, "CurMindedTotal", GetLocalInt( oStablehand, "CurMindedTotal") +1); SetMountBlocked( oSteed); SetLocalInt( oSteed, "OriginalClaimBlock", GetIsClaimBlocked( oSteed)); SetClaimBlocked( oSteed); return TRUE; } } while( --iMax > 0); return FALSE; } //:://///////////////////////////////////// // int UnmindSteed( object oStablehand, object oPC, int iSteedID) // Causes oStablehand to reliquish the steed identified by // the SteedID number in iSteedID and owned by oPC. If the // steed is found and is currently being tended by oStablehand // for oPC then the function returns TRUE, mount blocking on // the steed is removed, and the claim blocking mode is returned // to whatever it was at when the steed was first given to // oStablehand for tending. If oStablehand is not a valid KHP // stablehand, oPC is not a valid PC, iSteed is not a valid // steed ID number, no steed with steed ID equal to iSteed is // found, or the steed is not being tended specifically for // oPC, then no changes occur and the function returns FALSE. //:://///////////////////////////////////// int UnmindSteed( object oStablehand, object oPC, int iSteedID); int UnmindSteed( object oStablehand, object oPC, int iSteedID) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC) || (iSteedID < 1) || (iSteedID > GetLocalInt( GetModule(), "SteedIDMax"))) return FALSE; // Unmind the steed for this PC. if( !GetIsMindedByID( oStablehand, oPC, iSteedID)) return FALSE; string sPCVar = GetUniqueID( oPC); int iMax = GetLocalInt( oStablehand, "MaxMindedPerPC"); do { object oSteed = GetLocalObject( oStablehand, sPCVar +"Horse" +IntToString( iMax)); if( GetSteedID( oSteed) == iSteedID) { DeleteLocalObject( oStablehand, sPCVar +"Horse" +IntToString( iMax)); SetLocalInt( oStablehand, sPCVar +"CurMinded", GetLocalInt( oStablehand, sPCVar +"CurMinded") -1); SetLocalInt( oStablehand, "CurMindedTotal", GetLocalInt( oStablehand, "CurMindedTotal") -1); SetMountBlocked( oSteed, FALSE); SetClaimBlocked( oSteed, GetLocalInt( oSteed, "OriginalClaimBlock")); DeleteLocalInt( oSteed, "OriginalClaimBlock"); return TRUE; } } while( --iMax > 0); return FALSE; } //:://///////////////////////////////////// // object GetSteedPurchaseSpot( object oMerchant) // Tries to locate the Steed Purchase Spot waypoint associated // with oMerchant. If oMerchant is not a valid KHP steed // merchant or the purchase spot waypoint was not found then // the function returns OBJECT_INVALID. Otherwise it returns // the merchant's valid purchase spot waypoint. //:://///////////////////////////////////// object GetSteedPurchaseSpot( object oMerchant); object GetSteedPurchaseSpot( object oMerchant) { if( !GetIsASteedMerchant( oMerchant)) return OBJECT_INVALID; string sPurchaseSpot = GetLocalString( oMerchant, "PurchaseSpot"); if( sPurchaseSpot != "") { int iNth = 0; object oSpot = GetObjectByTag( sPurchaseSpot); while( GetIsObjectValid( oSpot)) { if( GetObjectType( oSpot) == OBJECT_TYPE_WAYPOINT) return oSpot; oSpot = GetObjectByTag( sPurchaseSpot, ++iNth); } } return OBJECT_INVALID; } //:://///////////////////////////////////// // object GetSteedPurchaseStablehand( object oMerchant) // Tries to locate the Steed Purchase Stablehand NPC associated // with oMerchant. If oMerchant is not a valid KHP steed // merchant or the purchase stablehand was either not found or // was found but is not a valid KHP stablehand, then the // function returns OBJECT_INVALID. Otherwise it returns the // merchant's valid purchase stablehand NPC. //:://///////////////////////////////////// object GetSteedPurchaseStablehand( object oMerchant); object GetSteedPurchaseStablehand( object oMerchant) { if( !GetIsASteedMerchant( oMerchant)) return OBJECT_INVALID; string sPurchaseStablehand = GetLocalString( oMerchant, "PurchaseStablehand"); if( sPurchaseStablehand != "") { int iNth = 0; object oStablehand = GetObjectByTag( sPurchaseStablehand); while( GetIsObjectValid( oStablehand)) { if( GetIsAStablehand( oStablehand)) return oStablehand; oStablehand = GetObjectByTag( sPurchaseStablehand, ++iNth); } } return OBJECT_INVALID; } //:://///////////////////////////////////// // void BuySteedSetMinder( object oStablehand, object oPC, object oSteed, object oMerchant) // Do not call this function it is used internally by the KHP // system. It is called by the BuySteed function. //:://///////////////////////////////////// void BuySteedSetMinder( object oStablehand, object oPC, object oSteed, object oMerchant); void BuySteedSetMinder( object oStablehand, object oPC, object oSteed, object oMerchant) { if( !GetIsAStablehand( oStablehand) || !GetIsPC( oPC) || !GetIsASteed( oSteed) || !GetIsASteedMerchant( oMerchant)) return; if( MindSteed( oStablehand, oPC, oSteed)) { AssignCommand( oMerchant, DelayCommand( 4.0, SpeakString( GetName( oStablehand) +" is minding your steed" +((GetArea( oStablehand) != GetArea( OBJECT_SELF)) ? (" in " +GetName( GetArea( oStablehand))) : "") +".\nHere is his minding fee."))); AssignCommand( oMerchant, GiveGoldToCreature( oPC, GetLocalInt( oStablehand, "MindingFee"))); } else AssignCommand( oMerchant, DelayCommand( 4.0, SpeakString( "Nobody is minding your steed" +((GetArea( oStablehand) != GetArea( OBJECT_SELF)) ? (" in " +GetName( GetArea( oStablehand))) : "") +".\nYou better go get him quickly before he gets stolen."))); } //:://///////////////////////////////////// // void BuySteed( object oPC, int iSteed, object oMerchant = OBJECT_SELF) // Causes oMerchant to sell to oPC the steed appearing in the // iSteed'th entry in his conversation's list of steeds for // sale. So if iSteed is 1, he will sell the first steed in // the list to oPC. The steed_merchant conversation scripts // call this function when the PC clicks one of the horses for // sale in the list presented to him. If oPC is not a valid PC, // iSteed indicates a point not in the conversation list, or // oMerchant is not a valid KHP steed merchant, then nothing // happens at all. Otherwise, the steed's owner is changed to // oPC, the merchant collects his fee from oPC, and the steed // is jumped to the appropriate purchase location (i.e. either // the purchase spot, the purchase stablehand, or the PC). If // the PC cannot afford the steed, nothing happens and the // conversation continues. Otherwise the conversation ends. // // The function can be called from outside the steed merchant // conversation scripts to force a sale to occur, but care // must be taken to ensure iSteed will point to the same steed // that the conversation would have pointed to had it been // used instead. Valid values for iSteed will be from 1 to 26, // or from 1 to whatever GetSteedsForSale returns. Look at the // "stable_taw_1a1" script to learn how the conversation list // is generated. //:://///////////////////////////////////// void BuySteed( object oPC, int iSteed, object oMerchant = OBJECT_SELF); void BuySteed( object oPC, int iSteed, object oMerchant = OBJECT_SELF) { if( !GetIsPC( oPC) || (iSteed <= 0) || (iSteed > MAX_STEEDS_FOR_SALE) || !GetIsASteedMerchant( oMerchant)) return; object oSteed = GetLocalObject( oMerchant, "SteedForSale" +IntToString( iSteed)); if( !GetIsASteed( oSteed)) return; int nCost = GetLocalInt( oMerchant, "SteedSalePrice" +IntToString( iSteed)); nCost = ((nCost < 0) ? 0 : nCost); DeleteLocalInt( oMerchant, "InsufficientGold"); if( GetGold( oPC) < nCost) { SetLocalInt( oMerchant, "InsufficientGold", TRUE); return; } AssignCommand( oMerchant, SpeakString( "Let me borrow your branding iron...\nThere, the horse now has your ownership mark.")); AssignCommand( oMerchant, TakeGoldFromCreature( nCost, oPC)); AssignCommand( oMerchant, SetSteedOwnedBy( oSteed, oPC)); AssignCommand( oMerchant, SetClaimBlocked( oSteed, FALSE)); AssignCommand( oMerchant, SetMountBlocked( oSteed, FALSE)); object oStablehand = GetSteedPurchaseStablehand( oMerchant); object oPurchaseSpot = GetSteedPurchaseSpot( oMerchant); oPurchaseSpot = (GetIsObjectValid( oPurchaseSpot) ? oPurchaseSpot : oStablehand); oPurchaseSpot = (GetIsObjectValid( oPurchaseSpot) ? oPurchaseSpot : oPC); if( GetIsObjectValid( oPurchaseSpot)) { AssignCommand( oSteed, JumpToObject( oPurchaseSpot, FALSE)); if( GetArea( oPurchaseSpot) != GetArea( oMerchant)) AssignCommand( oMerchant, DelayCommand( 8.0, SpeakString( "You can find your horse in " +GetName( GetArea( oPurchaseSpot)) +"."))); } AssignCommand( oMerchant, BuySteedSetMinder( oStablehand, oPC, oSteed, oMerchant)); AssignCommand( oMerchant, DelayCommand( 8.1, SetCommandable( TRUE, oMerchant))); AssignCommand( oMerchant, DelayCommand( 0.01, ClearAllActions( TRUE))); AssignCommand( oMerchant, DelayCommand( 0.02, SetCommandable( FALSE, oMerchant))); } //:://///////////////////////////////////// // object GetCEP2EffectCreator( object oCreature) // Used internally by the KHP system to generate or return // the invisible placeable object associated with oCreature // used to apply special CEP2 effects on oCreature. Every // horse owner (PC or NPC) gets one and only one of these // placeables created for him. The placeable can be (and is) // used later to filter the effects present on oCreature in // order to remove the specific CEP2 effect without disturbing // any of the other effects not created for CEP2 horse riding // that are present on oCreature at the time. If oCreature is // not a vaild object, the function returns OBJECT_INVALID. // Otherwise it looks for oCreature's invisible placeable and, // if found, returns it. If the placeable could not be found // it gets created. If the placeable does not exist and could // not be created, then the function also returns OBJECT_INVALID. //:://///////////////////////////////////// object GetCEP2EffectCreator( object oCreature); object GetCEP2EffectCreator( object oCreature) { if( !GetIsObjectValid( oCreature)) return OBJECT_INVALID; string sCreator = "CEP_EC_" +(GetIsPC( oCreature) ? GetUniqueID( oCreature) : (GetTag( oCreature) +GetName( oCreature) +GetResRef( oCreature))); object oCreator = GetObjectByTag( sCreator); if( GetIsObjectValid( oCreator)) return oCreator; oCreator = CreateObject( OBJECT_TYPE_PLACEABLE, "plc_invisobj", GetLocation( oCreature), FALSE, sCreator); if( GetIsObjectValid( oCreator)) { SetPlotFlag( oCreator, TRUE); effect eVanish = EffectLinkEffects( EffectVisualEffect( VFX_DUR_CUTSCENE_INVISIBILITY), EffectCutsceneGhost()); eVanish = SupernaturalEffect( eVanish); ApplyEffectToObject( DURATION_TYPE_PERMANENT, eVanish, oCreator); return oCreator; } return OBJECT_INVALID; } //:://///////////////////////////////////// // void ApplyCEP2WalkSpeedEffects( object oCreature, int nSpeedChange) // Do not call this function. It is used internally by the KHP // system to apply the movement bonus/penalty to creatures when // they mount a horse. Care must be taken to ensure OBJECT_SELF // is the special invisible placeable associated with oCreature // when the function runs. If oCreature is invalid or the speed // change is 0, nothing happens at all. //:://///////////////////////////////////// void ApplyCEP2WalkSpeedEffects( object oCreature, int nSpeedChange); void ApplyCEP2WalkSpeedEffects( object oCreature, int nSpeedChange) { if( !GetIsObjectValid( oCreature) || (nSpeedChange == 0)) return; effect eSpeed = SupernaturalEffect( EffectMovementSpeedIncrease( nSpeedChange)); if( nSpeedChange < 0) eSpeed = SupernaturalEffect( EffectMovementSpeedDecrease( -nSpeedChange)); ApplyEffectToObject( DURATION_TYPE_PERMANENT, eSpeed, oCreature); SetLocalInt( oCreature, "nCEP_SPEED_EFFECT_C", ((nSpeedChange < 0) ? -1 : 1)); } //:://///////////////////////////////////// // void KHP_zep_Walk_Speed( object oPC, float fWalk_Speed) // This is the replacement for CEP2's zep_Walk_Speed function // used by the KHP system. It can be used instead of the CEP2's // version to accomplish the same things except without the // bugs present in CEP2 version 1.0's code. //:://///////////////////////////////////// void KHP_zep_Walk_Speed( object oPC, float fWalk_Speed); void KHP_zep_Walk_Speed( object oPC, float fWalk_Speed) { if( fWalk_Speed == 0.0) { DeleteLocalInt( oPC, "nCEP_SPEED_EFFECT_C"); return; } float fSpeed_Change = f1st_GetSpeed_PercentChange( oPC, fWalk_Speed); int nSpeed_Change = FloatToInt( 100 *fSpeed_Change); object oCEP2EffectCreator = GetCEP2EffectCreator( oPC); if( GetIsObjectValid( oCEP2EffectCreator)) AssignCommand( oCEP2EffectCreator, ApplyCEP2WalkSpeedEffects( oPC, nSpeed_Change)); } //:://///////////////////////////////////// // void KHP_zep_UnWalk_Speed( object oPC) // This is the replacement for CEP2's zep_UnWalk_Speed function // used by the KHP system. It can be used instead of the CEP2's // version to accomplish the same things except without the // bugs present in CEP2 version 1.0's code. //:://///////////////////////////////////// void KHP_zep_UnWalk_Speed( object oPC); void KHP_zep_UnWalk_Speed( object oPC) { if( !GetIsObjectValid( oPC)) return; object oCEP2EffectCreator = GetCEP2EffectCreator( oPC); effect eEffect = GetFirstEffect( oPC); while( GetIsEffectValid( eEffect)) { if( (GetEffectCreator( eEffect) == oCEP2EffectCreator) && (GetEffectDurationType( eEffect) == DURATION_TYPE_PERMANENT) && (GetEffectSubType( eEffect) == SUBTYPE_SUPERNATURAL) && ((GetEffectType( eEffect) == EFFECT_TYPE_MOVEMENT_SPEED_INCREASE) || (GetEffectType( eEffect) == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE) )) RemoveEffect( oPC, eEffect); eEffect = GetNextEffect( oPC); } DeleteLocalInt( oPC, "nCEP_SPEED_EFFECT_C"); } //:://///////////////////////////////////// // void KHP_zep_Dismount( object oRider, string sRemoveItem_ResRef = "") // This is the replacement for CEP2's zep_Dismount function // used by the KHP system. It can be used instead of the CEP2's // version to accomplish the same things except without the // bugs present in CEP2 version 1.0's code. //:://///////////////////////////////////// void KHP_zep_Dismount( object oRider, string sRemoveItem_ResRef = ""); void KHP_zep_Dismount( object oRider, string sRemoveItem_ResRef = "") { //Checks\\ if( GetObjectType( oRider)!= OBJECT_TYPE_CREATURE) return; int nPhenotype_C = GetPhenoType( oRider); if( nPhenotype_C < (nMAX_PHENOTYPE_ALLOWED +1)) return; //Restore Phenotype: float fDelay = ((GetPCPublicCDKey( GetFirstPC()) == "") ? 2.275 : 2.250); // Single player mode needs a little extra. DelayCommand( fDelay, SetPhenoType( ((nPhenotype_C > nMAX_PHENOTYPE_STANDARD) ? 2 : 0), oRider)); //speed: KHP_zep_UnWalk_Speed( oRider); //Restore Mount object oMount = GetLocalObject( oRider, "oCEP_Mount_C"); //thus either object invalid or the mount if( GetIsObjectValid( oMount)) { float fRider = GetFacing( oRider) -90.0; while( fRider <= -180.0) fRider += 360.0; while( fRider > 180.0) fRider -= 360.0; vector vRight = 1.4 *VectorNormalize( AngleToVector( fRider)); vRight += GetPosition( oRider); location lDismount = Location( GetArea( oRider), vRight, GetFacing( oRider)); x1st_Effect_RemoveType( oMount, EFFECT_TYPE_DISAPPEARAPPEAR); AssignCommand( oMount, ActionJumpToLocation( lDismount)); AssignCommand( oMount, ActionDoCommand( x1st_Effect_RemoveType( oMount, EFFECT_TYPE_CUTSCENEGHOST))); AssignCommand( oMount, ActionDoCommand( x1st_Effect_RemoveType( oMount, EFFECT_TYPE_VISUALEFFECT))); AssignCommand( oMount, ActionDoCommand( DeleteLocalObject( oRider, "oCEP_Mount_C"))); } ////////////////ITEM\\\\\\\\\\\\\\ if( sRemoveItem_ResRef != "") { object oItem = o1st_GetItemInInventory( oRider, "", sRemoveItem_ResRef); DestroyObject( oItem); } } //:://///////////////////////////////////// // void KHP_zep_Mount( object oRider, object oMount = OBJECT_INVALID, int nMount = 0, float fWalk_Speed = fDEFAULT_SPEED, string sItem_ResRef = "") // This is the replacement for CEP2's zep_Mount function // used by the KHP system. It can be used instead of the CEP2's // version to accomplish the same things except without the // bugs present in CEP2 version 1.0's code. //:://///////////////////////////////////// void KHP_zep_Mount( object oRider, object oMount = OBJECT_INVALID, int nMount = 0, float fWalk_Speed = fDEFAULT_SPEED, string sItem_ResRef = ""); void KHP_zep_Mount( object oRider, object oMount = OBJECT_INVALID, int nMount = 0, float fWalk_Speed = fDEFAULT_SPEED, string sItem_ResRef = "") { // Verify oRider is of the correct Phenotype (i.e. not already on a horse or flying) if( GetObjectType( oRider) != OBJECT_TYPE_CREATURE) return; int nPhenotype_C = GetPhenoType( oRider); if( nPhenotype_C > nMAX_PHENOTYPE_ALLOWED) return; // Verify oRider is of valid appearance // The IMPORTANT point is that the model name is the same. // doesn't matter at all when the Appearance # is. int nAppearance = GetAppearanceType( oRider); string sModel = GetStringLowerCase( s1st_Get_2DAModelName( "appearance", nAppearance)); if( (sModel != GetStringLowerCase( sCEP_APP_PCRACE_DWARF)) && (sModel != GetStringLowerCase( sCEP_APP_PCRACE_ELF)) && (sModel != GetStringLowerCase( sCEP_APP_PCRACE_GNOME)) && (sModel != GetStringLowerCase( sCEP_APP_PCRACE_HALFELF)) && (sModel != GetStringLowerCase( sCEP_APP_PCRACE_HALFLING)) && (sModel != GetStringLowerCase( sCEP_APP_PCRACE_HALFORC)) && (sModel != GetStringLowerCase( sCEP_APP_PCRACE_HUMAN)) && (sModel != GetStringLowerCase( sCEP_APP_SKELETON_DYN)) ) return; // Next step - find out what the mount is: if( GetIsObjectValid( oMount)) { int nAppearance2 = GetAppearanceType( oMount); sModel = GetStringLowerCase( s1st_Get_2DAModelName( "appearance", nAppearance2)); nMount = 0; if( sModel == GetStringLowerCase( sCEP_APP_HORSE_AURENTHIL)) nMount = nCEP_PH_HORSE_AURENTHIL; else if( sModel == GetStringLowerCase( sCEP_APP_HORSE_BLACK)) nMount = nCEP_PH_HORSE_BLACK; else if( sModel == GetStringLowerCase( sCEP_APP_HORSE_BROWN)) nMount = nCEP_PH_HORSE_BROWN; else if( sModel == GetStringLowerCase( sCEP_APP_HORSE_NIGHTMARE)) nMount = nCEP_PH_HORSE_NIGHTMARE; else if( sModel == GetStringLowerCase( sCEP_APP_HORSE_WHITE)) nMount = nCEP_PH_HORSE_WHITE; else if( sModel == GetStringLowerCase( sCEP_APP_PONY_BROWN)) nMount = nCEP_PH_PONY_BROWN; else if( sModel == GetStringLowerCase( sCEP_APP_PONY_LTBROWN)) nMount = nCEP_PH_PONY_LTBROWN; else if( sModel == GetStringLowerCase( sCEP_APP_PONY_SPOTTED)) nMount = nCEP_PH_PONY_SPOT; if( !nMount) return; // Invalid entry for the mount. } else { switch( nMount) { case nCEP_PH_HORSE_AURENTHIL: case nCEP_PH_HORSE_AURENTHIL_L: case nCEP_PH_HORSE_BLACK: case nCEP_PH_HORSE_BLACK_L: case nCEP_PH_HORSE_BROWN: case nCEP_PH_HORSE_BROWN_L: case nCEP_PH_HORSE_NIGHTMARE: case nCEP_PH_HORSE_NIGHTMARE_L: case nCEP_PH_HORSE_WHITE: case nCEP_PH_HORSE_WHITE_L: case nCEP_PH_PONY_BROWN: case nCEP_PH_PONY_BROWN_L: case nCEP_PH_PONY_LTBROWN: case nCEP_PH_PONY_LTBROWN_L: case nCEP_PH_PONY_SPOT: case nCEP_PH_PONY_SPOT_L: break; // Valid entry for the mount. default: return; // Invalid entry for the mount. } } // ok Validated Rider & Mount... Fix for Phenotypes if( (nPhenotype_C == 0) && (nMount > nMAX_PHENOTYPE_STANDARD)) nMount -= 20; if( (nPhenotype_C == 2) && (nMount < nMIN_PHENOTYPE_LARGE)) nMount += 20; // Now we still need to verify that the 2da has the entry. int nMountFinal = -1; switch( nMount) { case nCEP_PH_HORSE_AURENTHIL: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_AURENTHIL); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_AURENTHIL; break; case nCEP_PH_HORSE_AURENTHIL_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_AURENTHIL_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_AURENTHIL; break; case nCEP_PH_HORSE_BLACK: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_BLACK); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_BLACK; break; case nCEP_PH_HORSE_BLACK_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_BLACK_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_BLACK; break; case nCEP_PH_HORSE_BROWN: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_BROWN); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_BROWN; break; case nCEP_PH_HORSE_BROWN_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_BROWN_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_BROWN; break; case nCEP_PH_HORSE_NIGHTMARE: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_NIGHTMARE); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_NIGHTMARE; break; case nCEP_PH_HORSE_NIGHTMARE_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_NIGHTMARE_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_NIGHTMARE; break; case nCEP_PH_HORSE_WHITE: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_WHITE); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_WHITE; break; case nCEP_PH_HORSE_WHITE_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_HORSE_WHITE_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_HORSE_WHITE; break; case nCEP_PH_PONY_BROWN: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_PONY_BROWN); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_PONY_BROWN; break; case nCEP_PH_PONY_BROWN_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_PONY_BROWN_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_PONY_BROWN; break; case nCEP_PH_PONY_LTBROWN: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_PONY_LTBROWN); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_PONY_LTBROWN; break; case nCEP_PH_PONY_LTBROWN_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_PONY_LTBROWN_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_PONY_LTBROWN; break; case nCEP_PH_PONY_SPOT: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_PONY_SPOT); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_PONY_SPOT; break; case nCEP_PH_PONY_SPOT_L: nMountFinal = n1st_Get_2DARow( "phenotype", nMount, sCEP_PH_PONY_SPOT_L); if( fWalk_Speed == fDEFAULT_SPEED) fWalk_Speed = fSPEED_PONY_SPOT; break; } if( nMountFinal == -1) return; // after all that, the 2da file does not have this phenotype //Saddle up CowOrc SetPhenoType( nMountFinal, oRider); /////////////////////REMOVE CAPES\\\\\\\\\\\\\\\\\\ //nCEP_Mount_Cape NO! Why? B/c if the player logs out their armor will remain changed! // This is on the top of the post-CEPv2 list of things to fix anyway. //Remove existing Horse if any\\ SetLocalObject( oRider, "oCEP_Mount_C", oMount); // thus either object invalid or the mount effect eVanish = EffectLinkEffects( EffectVisualEffect( VFX_DUR_CUTSCENE_INVISIBILITY), EffectCutsceneGhost()); effect eDisApp = EffectDisappearAppear( GetLocation( oMount)); if( GetIsObjectValid( oMount)) { float fDelay = ((GetPCPublicCDKey( GetFirstPC()) == "") ? 0.425 : 0.620); // Multiplayer mode needs a little bit more. AssignCommand( oMount, ClearAllActions( TRUE)); DelayCommand( fDelay, ApplyEffectToObject( DURATION_TYPE_PERMANENT, eVanish, oMount)); DelayCommand( fDelay +0.005, ApplyEffectToObject( DURATION_TYPE_PERMANENT, eDisApp, oMount)); } // Speed Adjustment & Give Item if( fWalk_Speed > 0.0) KHP_zep_Walk_Speed( oRider, fWalk_Speed); if( (sItem_ResRef !="") && !n1st_HasItemInInventory( oRider, "", sItem_ResRef)) CreateItemOnObject( sItem_ResRef, oRider); } //:://///////////////////////////////////// // void MountHorse( object oRider, object oSteed) // Causes oRider to mount oSteed. If oRider is not a valid // creature or oSteed is not a valid KHP steed, nothing // happens at all. //:://///////////////////////////////////// void MountHorse( object oRider, object oSteed); void MountHorse( object oRider, object oSteed) { if( !GetIsObjectValid( oRider) || (GetObjectType( oRider) != OBJECT_TYPE_CREATURE) || !GetIsASteed( oSteed)) return; KHP_zep_Mount( oRider, oSteed, 0, GetSteedSpeed( OBJECT_SELF), "reins"); SetLocalInt( oRider, "Mounted", TRUE); } //:://///////////////////////////////////// // void DismountHorse( object oRider) // Causes oRider to dismount the steed he is riding. If oRider // is not a valid mounted creature or the steed oRider is mounted // on cannot be found, nothing happens at all. //:://///////////////////////////////////// void DismountHorse( object oRider); void DismountHorse( object oRider) { if( GetIsMounted( oRider)) { object oHorse = GetSteed( oRider); if( GetIsObjectValid( oHorse)) { KHP_zep_Dismount( oRider); DeleteLocalInt( oRider, "Mounted"); } } } //:://///////////////////////////////////// // void StableOnEnter( object oPC, object oStable = OBJECT_SELF) // Call this only from a stable area's OnEnter event. It causes // the stable to restock its horses if oPC enters oStable // when there is no other PCs in the stable and the timer // is not running and the steed spawn blocking is off. If // oPC is not a valid PC or oStable is not a valid KHP stable // area, nothing happens at all. //:://///////////////////////////////////// void StableOnEnter( object oPC, object oStable = OBJECT_SELF); void StableOnEnter( object oPC, object oStable = OBJECT_SELF) { if( !GetIsPC( oPC) || !GetIsAStable( oStable)) return; PopulateStable( OBJECT_SELF, oPC); } //:://///////////////////////////////////// // string GetBrandingIronResref( int iBrandingIronType) // Returns the blueprint resref for the branding iron model // specified in iBrandingIronType. If iBrandingIronType is // not a valid model type, it randomly chooses one and returns // its resref (as if you had used BRANDING_IRON_TYPE_RANDOM). // Valid values for iBrandingIronType are: // BRANDING_IRON_TYPE_RANDOM (anything except 1-3) // BRANDING_IRON_TYPE_THIN (or 1) // BRANDING_IRON_TYPE_TINY (or 2) // BRANDING_IRON_TYPE_MEDIUM (or 3) //:://///////////////////////////////////// string GetBrandingIronResref( int iBrandingIronType); string GetBrandingIronResref( int iBrandingIronType) { switch( iBrandingIronType) { case BRANDING_IRON_TYPE_THIN: return "brandingironthin"; case BRANDING_IRON_TYPE_TINY: return "brandingirontiny"; case BRANDING_IRON_TYPE_MEDIUM: return "brandingironmed"; } // Randomly select one of the 3 return GetBrandingIronResref( Random( 3) +1); } //:://///////////////////////////////////// // void OCERestoreUnmounted( object oPC) // Do not call this function. It is used internally by the KHP // system. It is used by the KHP_OnClientEnter function to // restore a PC's appearance when he rejoins the module after // logging out while mounted. It resets the PC's appearance to // the unmounted phenotype, removes the movement speed effect // given when PCs mount up, and jumps the PCs steed to his // location. //:://///////////////////////////////////// void OCERestoreUnmounted( object oPC); void OCERestoreUnmounted( object oPC) { if( !GetIsPC( oPC)) return; object oArea = GetAreaFromLocation( GetLocation( oPC)); if( GetIsObjectValid( oArea)) { int nPhenotype_C = GetPhenoType( oPC); if( nPhenotype_C > nMAX_PHENOTYPE_ALLOWED) { // Logged out while mounted. DelayCommand( 1.5, SetPhenoType( ((nPhenotype_C > nMAX_PHENOTYPE_STANDARD) ? 2 : 0), oPC)); KHP_zep_UnWalk_Speed( oPC); object oMount = GetLocalObject( oPC, "oCEP_Mount_C"); //thus either object invalid or the mount if( GetIsObjectValid( oMount)) { float fRider = GetFacing( oPC) -90.0; while( fRider <= -180.0) fRider += 360.0; while( fRider > 180.0) fRider -= 360.0; vector vRight = 1.4 *VectorNormalize( AngleToVector( fRider)); vRight += GetPosition( oPC); location lDismount = Location( oArea, vRight, GetFacing( oPC)); x1st_Effect_RemoveType( oMount, EFFECT_TYPE_DISAPPEARAPPEAR); AssignCommand( oMount, ActionJumpToLocation( lDismount)); AssignCommand( oMount, ActionDoCommand( x1st_Effect_RemoveType( oMount, EFFECT_TYPE_CUTSCENEGHOST))); AssignCommand( oMount, ActionDoCommand( x1st_Effect_RemoveType( oMount, EFFECT_TYPE_VISUALEFFECT))); AssignCommand( oMount, ActionDoCommand( DeleteLocalObject( oPC, "oCEP_Mount_C"))); } } } else DelayCommand( 0.5, OCERestoreUnmounted( oPC)); } //:://///////////////////////////////////// // void OCERestoreMounted( object oPC) // Do not call this function. It is called internally by the // KHP system. It is used by the KHP_OnClientEnter function to // restore a PC's appearance when he rejoins the module after // logging out while mounted. If it detects a module reset // since the PC was last online It resets the PC's appearance // to the unmounted phenotype and removes the movement speed // effect given when PCs mount up. The horse he was mounted on // in this situation (server reset) is gone, so he is returned // to normal and loses his steed. If the server was not reset // the PC will still be mounted, the speed effect will still // be active on him, and his horse still exists so nothing // happens at all. //:://///////////////////////////////////// void OCERestoreMounted( object oPC); void OCERestoreMounted( object oPC) { if( !GetIsPC( oPC)) return; object oArea = GetAreaFromLocation( GetLocation( oPC)); if( GetIsObjectValid( oArea)) { int nPhenotype_C = GetPhenoType( oPC); if( nPhenotype_C > nMAX_PHENOTYPE_ALLOWED) { // Logged out while mounted. object oMount = GetLocalObject( oPC, "oCEP_Mount_C"); //thus either object invalid or the mount if( !GetIsObjectValid( oMount)) { // Horse no longer exists, server must have been reset. DelayCommand( 1.5, SetPhenoType( ((nPhenotype_C > nMAX_PHENOTYPE_STANDARD) ? 2 : 0), oPC)); KHP_zep_UnWalk_Speed( oPC); } } } else DelayCommand( 0.5, OCERestoreMounted( oPC)); } //:://///////////////////////////////////// // void KHP_OnClientEnter( object oPC, int bRestoreMounted = TRUE, int iBrandingIronType = BRANDING_IRON_TYPE_RANDOM) // Call this function only from the module's OnClientEnter // event. It handles restoring PCs to their mounted/unmounted // state (phenotype) when they rejoin the module. It also gives // any PC entering the module a branding iron if they don't // already have one. If oPC is not a valid PC nothing happens // at all. The bRestoreMounted parameter specifies if you want // PCs to remain mounted if they left mounted, or be returned // to an unmounted state if they left mounted. Enter TRUE or // FALSE for this parameter: // bRestoreMounted = TRUE -> returning PCs will be left mounted up. // = FALSE -> returning PCs will be dismounted // If a server reset occurred between the time the PC logs out // and he rejoins, the PC will always be returned to the dismounted // state regardless of what bRestoreMounted is set to, and they // also lose the steed they were riding when they logged out. // The iBrandingIronType parameter is used to control the model // type of the branding iron item handed out. If iBrandingIronType // is not a valid model type, it randomly chooses one and // gives it out (as if you had used BRANDING_IRON_TYPE_RANDOM). // Valid values for iBrandingIronType are: // BRANDING_IRON_TYPE_RANDOM (anything except 1-3) // BRANDING_IRON_TYPE_THIN (or 1) // BRANDING_IRON_TYPE_TINY (or 2) // BRANDING_IRON_TYPE_MEDIUM (or 3) //:://///////////////////////////////////// void KHP_OnClientEnter( object oPC, int bRestoreMounted = TRUE, int iBrandingIronType = BRANDING_IRON_TYPE_RANDOM); void KHP_OnClientEnter( object oPC, int bRestoreMounted = TRUE, int iBrandingIronType = BRANDING_IRON_TYPE_RANDOM) { if( !GetIsPC( oPC)) return; if( bRestoreMounted) OCERestoreMounted( oPC); else OCERestoreUnmounted( oPC); if( !HasItem( oPC, "branding_iron")) { object oBrandingIron = CreateItemOnObject( GetBrandingIronResref( iBrandingIronType), oPC); SetIdentified( oBrandingIron, TRUE); } } //void main(){} NCS V1.0B // _unique_id_inc //:://///////////////////// string StripIllegalChars( string s) { string sLegalLetters = "abcdefghijklmnopqrstuvwxyz_"; string sLegal = ""; while( s != "") { string ch = GetStringLeft( s, 1); s = GetStringRight( s, GetStringLength( s) -1); if( FindSubString( sLegalLetters, GetStringLowerCase( ch)) >= 0) sLegal += ch; } return sLegal; } string GetUniqueID( object oPC) { if( !GetIsPC( oPC)) return ""; return StripIllegalChars( GetPCPublicCDKey( oPC, TRUE) +GetPCPlayerName( oPC) +GetName( oPC)); } UTC V3.28:№˜ OДвџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcd(4@LXdp|ˆ” Ј@“€”•   'FŽ ;      XJˆ !"#4$4%@&'()d*2+A,- . /' 06 1G 2W 3g 4x 5‰ 6• 7І 8Д 9У :в;<<<< <<<<<<<<<<<<<<<<<<<<<<<=p>>Т>ф>Х>)>*>љ>>b>є>і>­>!?Ј@ЌABCABCABCABCABCABCAšBCAšBCAšBCAšBCAšBCAšBCDрE FGш HуIJ @K№ Lь Lћ L M NTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment aurenthilџџџџ AurenthilџџџџСџџџџБAlso known as "flame stallions" and "fire steeds," aurenthil are creatures from the lower planes. These creatures breathe out a smoking, hot cloud of choking fumes when angered. Aurenthilx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeedzep_cre_bskelszep_cre_bskelsnw_it_crewps003  !"#$%&'()*+,-./0123456789:;Wef‹Ž’–—ghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰ŠŒ‘   !"#$%&'( )*+,-./0123456789UTC V3.28:№˜ O!!ДеџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcd(4@LXdp|ˆ” Ј@“€”•   *FŽ >      XJˆ !"#4$4%@&'()d*2+A,- . /* 09 1J 2Z 3j 4{ 5Œ 6˜ 7Љ 8З 9Ц :е;<<<< <<<<<<<<<<<<<<<<<<<<<<<=p>>Т>ф>Х>)>*>љ>>b>є>і>­>!?Ј@ЌABCABCABCABCABCABCAšBCAšBCAšBCAšBCAšBCAšBCDрE FGш HцIJ @K№ Lя Lў L M NTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment aurenthil_fџџџџ AurenthiliџџџџСџџџџБAlso known as "flame stallions" and "fire steeds," aurenthil are creatures from the lower planes. These creatures breathe out a smoking, hot cloud of choking fumes when angered. Aurenthilx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeedzep_cre_bskelszep_cre_bskelsnw_it_crewps003  !"#$%&'()*+,-./0123456789:;Wef‹Ž’–—ghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰ŠŒ‘   !"#$%&'( )*+,-./0123456789UTC V3.28!Фg˜LX qЩ $э œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   &D” : o }   ~ ‚XJˆ    !"# $ % &'()2*2+@,- .† /— 0І 1З 2Ч 3з 4ш 5љ 6 7 8$ 93 :B;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ ESFG@H” I\J KmTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment blk_horseџџџџFriesianџџџџ1џџџџ!A horse. Commonly found on farms. BlackHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX uЭ $ё œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   *D” > s    ‚ †XJˆ    !"# $ % &'()2*2+@,- .Š /› 0Њ 1Л 2Ы 3л 4ь 5§ 6  7 8( 97 :F;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ EWFG@H” I`J KqTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment blk_horse_fџџџџ Holsteinerџџџџ1џџџџ!A horse. Commonly found on farms. BlackHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX yб $ѕ œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   *D” > s …   † ŠXJˆ  !"#$%&'()2*2+@,- .Ž /Ÿ 0Ў 1П 2Я 3п 4№ 5 6  7 8, 9; :J;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E[FGЭЬ @H” IdJ KuTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentblk_horse_goodџџџџMustangџџџџ1џџџџ!A horse. Commonly found on farms.GoodBlackHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX }е $љ œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   .D” B w ‰   Š ŽXJˆ  !"#$%&'()2*2+@,- .’ /Ѓ 0В 1У 2г 3у 4є 5 6 7" 80 9? :N;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E_FGЭЬ @H” IhJ KyTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentblk_horse_good_fџџџџ Mongolianџџџџ1џџџџ!A horse. Commonly found on farms.GoodBlackHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28ЌehK \t $˜ ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   )D” = r „   … ‰ˆ   !"#$%&'()2*2+ЋЊЊ>,- . /œ 0Ћ 1К 2Щ 3и 4ч 5і 6 7 8" 91 :@;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ EOFGЭЬь?HI JXTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentblk_horse_weakŒ0Aztecaџџџџ1‹0!A horse. Commonly found on farms.WeakBlackHorsenw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a UTC V3.28ЌehK _w $› ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   ,D” @ u ‡   ˆ Œˆ   !"#$%&'()2*2+ЋЊЊ>,- . /Ÿ 0Ў 1Н 2Ь 3л 4ъ 5љ 6 7 8% 94 :C;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ ERFGЭЬь?HI J[TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentblk_horse_weak_fŒ0Murgeseџџџџ1‹0!A horse. Commonly found on farms.WeakBlackHorsenw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a NCS V1.0Bu Џ HorseNewName5џџџјџџџќџџџќ #Œџџџќ>Your horse is now named 'џџџј#'.#юvюHorse renamed 'џџџ№#'#m-3No name entered. Your horse's name was not changed.юvюName Not Changed HorseNewName џџџќ void main() { SetListening( OBJECT_SELF, FALSE); string sNewName = GetLocalString( OBJECT_SELF, "HorseNewName"); if( sNewName != "") { SetName( OBJECT_SELF, sNewName); SendMessageToPC( GetPCSpeaker(), "Your horse is now named '" +sNewName +"'."); FloatingTextStringOnCreature( "Horse renamed '" +sNewName +"'", GetPCSpeaker(), FALSE); } else { SendMessageToPC( GetPCSpeaker(), "No name entered. Your horse's name was not changed."); FloatingTextStringOnCreature( "Name Not Changed", GetPCSpeaker(), FALSE); } DeleteLocalString( OBJECT_SELF, "HorseNewName"); } NCS V1.0Be Џ HorseNewName џџџјџџџќ џџџќ int StartingConditional() { SetListening( OBJECT_SELF, TRUE); DeleteLocalString( OBJECT_SELF, "HorseNewName"); return TRUE; } NCS V1.0B\ Џ HorseNewName  nw_walk_wp void main() { SetListening( OBJECT_SELF, FALSE); DeleteLocalString( OBJECT_SELF, "HorseNewName"); ExecuteScript( "nw_walk_wp", OBJECT_SELF); } DLG V3.28X’0А •E H”џџџџ $ LXd Œ˜ЄАМ ф№ќ   D h Œ А др  8@L   "  & o џџџџ p t u y z {   С џџџџ Т Ц Ч Ы Ь Э Ю Я  г  џџџџ   0  <   Q џџџџ R V W`  [ Ђ џџџџ Г З Иd  М ф џџџџ х щ ъh  ю # џџџџ 4 8 9l  = t џџџџ … ‰ Šp  Ž Н џџџџ О Т Уt Ч  и  џџџџ   |  /  3 [ џџџџ k o p„ˆ t „DelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildReplyListEntriesListLinkCommentStartingListbrandin_iron_endbrandin_iron_endEџџџџ5This horse has no brand. Do you want to brand it now?>џџџџ.You own this horse. What would you like to do?6џџџџ&Type the new name into the chat panel.4џџџџ$No, I will leave this horse alone...Cџџџџ3Yes, I want to claim ownership of this horse now...branding_iron_2a$џџџџNothing right now...1џџџџ!Remove my brand from the horse...branding_iron_1c3џџџџ#Restore my horse's original name...branding_iron_1b+џџџџGive my horse a new name...brandin_iron_1a19џџџџ)Nevermind, leave my horse's name alone...taw_horse_owner$џџџџAlright, I'm done...brand_iron_1a1ataw_horse_ownertaw_horse_nobran=  !"#$%&'()*+,-./0123456789:;<>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘   NCS V1.0B– Ѕџџџќ %"џџџќ %J_Уџџџјџџџќџџџјџџџќџџџјџџџќџџџє*"џџџќџџџќџџџє*" $%џџџ№и,lSUse your branding iron to check ownership of a horse, or to rename a horse you own.џџџ№v @Рџџџє€џџџќ3ИџџџјџџџќЗџџџјџџџќКџџџјџџџќџџџј*џџџје Йџџџјџџџќџџџ№й"џџџќџџџќџџџ№*" $Ќџџџь_џџџьЙ~0The branding iron cannot be used from horseback.џџџьvџџџьDismount firstџџџьбџџџє"=џџџьInvalid targetџџџь‚џџџєгџџџьџџџ№ џџџєџџџјџџџќ,  џџџь,2,џџџ№Џ & џџџь,<,% HorseNewNameџџџ№  & џџџь,2 branding_ironџџџшЬ џџџь,K,4,џџџќ  џџџє & џџџьџџџќ-џџџ№сџџџјџџџќџџџьHџџџјџџџќџџџјџџџќџџџє #X# This horse bears the brand of the џџџ№# ranch.#џџџјџџџќџџџј #xџџџќџџџ№ # This horse  It is owned by #џџџ№#.##џџџјџџџќџџџќ #ƒџџџќџџџрvџџџр Owned by џџџь #*the џџџф# ranch#џџџь#<-џџџрNo Brand Found Nobody owns itџџџєi-џџџєц@џџџьNo Brand Found Nobody owns it-,  џџџ№,2,џџџєЏ & џџџ№,<,% HorseNewNameџџџє  & џџџ№,2 branding_ironџџџьЬ џџџ№џџџ№eџџџќџџџќG X2_L_LAST_ITEM_EVENT3џџџјџџџќ џџџќ џџџќX2_L_LAST_RETVAR7џџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќvџџџќMountedџџџј3џџџќ* oCEP_Mount_Cџџџє6* џџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќvџџџќџџџјb #џџџќџџџќџџџєЉ # џџџєџџџќ џџџќџџџќ џџџјџџђr"*џџџєџџџќGџџџќ BrandOwnerџџџј5џџџєџџџќ џџџќџџџќ џџџјџџёљ"*џџџєџџџќGџџџќ BrandRanchџџџј5џџџєџџџќ џџџќџџџќ џџџјџџё€"џџџќџџџќџџџє*" џџџќџџџќџџџєj  ,џџџ№џџџќ џџџќџџџ№§џџџјџџџќџџџјџџџќџџџ№й'џџџ№sџџџјџџџќ0- RanchNameџџџь5џџџјџџџќџџџ№џџўJџџџј #џџџќ"џџџьџџ§Љџџџ№ # џџџшџџџєџџџќџџџјџџџј џџџјџџяс",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ // Branding Iron tag-based script //::///////////////////////////////// #include "x2_inc_switches" #include "_horse_ride_inc" void main() { switch( GetUserDefinedItemEventNumber())   { case X2_ITEM_EVENT_ACQUIRE: { // The Branding Iron was just acquired (picked up, purchased, stolen, etc). object oNewOwner = GetModuleItemAcquiredBy(); object oBrandingIron = GetModuleItemAcquired(); object oOldOwner = GetModuleItemAcquiredFrom(); if( !GetIsObjectValid( oNewOwner) || !GetIsObjectValid( oBrandingIron)) { SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); return; } DelayCommand( 6.0f, SendMessageToPC( oNewOwner, "Use your branding iron to check ownership of a horse, or to rename a horse you own.")); } SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_END); return;  case X2_ITEM_EVENT_ACTIVATE: { // The Branding Iron was just activated. object oItemUser = GetItemActivator(); object oItem = GetItemActivated(); object oTarget = GetItemActivatedTarget(); location lTarget = (GetIsObjectValid( oTarget) ? GetLocation( oTarget) : GetItemActivatedTargetLocation()); if( !GetIsPC( oItemUser) || !GetIsObjectValid( oItem)) { SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); return; } if( GetIsMounted( oItemUser)) { SendMessageToPC( oItemUser, "The branding iron cannot be used from horseback."); FloatingTextStringOnCreature( "Dismount first", oItemUser, FALSE); return; }   if( !GetIsASteed( oTarget)) { FloatingTextStringOnCreature( "Invalid target", oItemUser, FALSE); return; } if( GetIsSteedOwned( oTarget)) { if( GetIsSteedOwner( oTarget, oItemUser)) { // Target your own horse to change its name. float fOriginalFacing = GetFacing( oTarget); AssignCommand( oItemUser, ClearAllActions( TRUE)); AssignCommand( oItemUser, ActionDoCommand( SetListening( oTarget, TRUE))); AssignCommand( oItemUser, ActionDoCommand( DeleteLocalString( oTarget, "HorseNewName"))); AssignCommand( oItemUser, ActionStartConversation( oTarget, "branding_iron", TRUE, FALSE)); AssignCommand( oItemUser, ActionDoCommand( AssignCommand( oTarget, SetFacing( fOriginalFacing)))); } else { // Target someone else's horse to determine ownership. string sRanch = GetSteedRanch( oTarget); string sOwner = GetSteedOwner( oTarget); string sMsg = ""; if( sRanch != "") sMsg = "\nThis horse bears the brand of the " +sRanch +" ranch."; if( sOwner != "") sMsg += ((sRanch == "") ? "\nThis horse" : " It") +" is owned by " +sOwner +"."; if( sMsg != "") { SendMessageToPC( oItemUser, sMsg); FloatingTextStringOnCreature( "Owned by " +((sOwner == "") ? ("the "+ sRanch +" ranch") : sOwner), oItemUser, FALSE); } else FloatingTextStringOnCreature( "No Brand Found\nNobody owns it", oItemUser, FALSE); } } else // Target an unowned steed to claim ownership. { if( GetIsClaimBlocked( oTarget)) FloatingTextStringOnCreature( "No Brand Found\nNobody owns it", oItemUser, FALSE); else // Claim Steed convo { AssignCommand( oItemUser, ClearAllActions( TRUE)); AssignCommand( oItemUser, ActionDoCommand( SetListening( oTarget, TRUE))); AssignCommand( oItemUser, ActionDoCommand( DeleteLocalString( oTarget, "HorseNewName"))); AssignCommand( oItemUser, ActionStartConversation( oTarget, "branding_iron", TRUE, FALSE)); } } } SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_END); return; }  SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); } NCS V1.0BC  NewHorseName Џ void main() { DeleteLocalString( OBJECT_SELF, "NewHorseName"); SetListening( OBJECT_SELF, TRUE); } NCS V1.0BИ >,Your horse's name has been changed back to '§#'.#юvюHorse renamed '§#'# void main() { SetName( OBJECT_SELF, ""); SendMessageToPC( GetPCSpeaker(), "Your horse's name has been changed back to '" +GetName( OBJECT_SELF) +"'."); FloatingTextStringOnCreature( "Horse renamed '" +GetName( OBJECT_SELF) +"'", GetPCSpeaker(), FALSE); } NCS V1.0B  BrandRanch  BrandOwner OwnedBy HYour brand has been removed from the horse. You no longer own the horse.юvю Brand RemovedюOwnership Relinquished void main() { DeleteLocalString( OBJECT_SELF, "BrandRanch"); DeleteLocalString( OBJECT_SELF, "BrandOwner"); DeleteLocalObject( OBJECT_SELF, "OwnedBy"); SendMessageToPC( GetPCSpeaker(), "Your brand has been removed from the horse. You no longer own the horse."); FloatingTextStringOnCreature( "Brand Removed", GetPCSpeaker(), FALSE); FloatingTextStringOnCreature( "Ownership Relinquished", GetPCSpeaker(), FALSE); } NCS V1.0B юџџџјџџџќџџџќй"џџџќдџџџќs BrandRanch9џџџј§ BrandOwner9џџџќOwnedBy:The horse now belongs to you.џџџјvџџџј Horse Claimedџџџќ void main() { object oPC = GetPCSpeaker(); if( !GetIsPC( oPC)) return; SetLocalString( OBJECT_SELF, "BrandRanch", GetPCPlayerName( oPC)); SetLocalString( OBJECT_SELF, "BrandOwner", GetName( oPC)); SetLocalObject( OBJECT_SELF, "OwnedBy", oPC); SendMessageToPC( oPC, "The horse now belongs to you."); FloatingTextStringOnCreature( "Horse Claimed", oPC, FALSE); } UTI V3.28P| чѓdWџџџџH   1 E в    Г џd уTemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDCommentbrandingironmedџџџџ Branding Ironџџџџ‰џџџџyA branding iron used to determine ownership of a horse. Using it on a horse you own will allow you to give the horse a new name or relinquish your ownership by removing your brand. Some horses with no brand on them can be branded using this item to claim ownership of them. Branding irons can only be used while dismounted and are only effective when used on ridable horses. branding_iron UTI V3.28P| шєdXџџџџH O  2 F г     џd фTemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDCommentbrandingironthinџџџџ Branding Ironџџџџ‰џџџџyA branding iron used to determine ownership of a horse. Using it on a horse you own will allow you to give the horse a new name or relinquish your ownership by removing your brand. Some horses with no brand on them can be branded using this item to claim ownership of them. Branding irons can only be used while dismounted and are only effective when used on ridable horses. branding_iron UTI V3.28P| шєdXџџџџH 7  2 F г   f џd фTemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDCommentbrandingirontinyџџџџ Branding Ironџџџџ‰џџџџyA branding iron used to determine ownership of a horse. Using it on a horse you own will allow you to give the horse a new name or relinquish your ownership by removing your brand. Some horses with no brand on them can be branded using this item to claim ownership of them. Branding irons can only be used while dismounted and are only effective when used on ridable horses. branding_iron UTC V3.28!Фg˜LX qЩ $э œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   &B : o }   ~ ‚XJˆ    !"# $ % &'()2*2+@,- .† /— 0І 1З 2Ч 3з 4ш 5љ 6 7 8$ 93 :B;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ ESFG@H” I\J KmTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment brn_horseџџџџBuckskinџџџџ1џџџџ!A horse. Commonly found on farms. BrownHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX rЪ $ю œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   'B ; p ~    ƒXJˆ    !"# $ % &'()2*2+@,- .‡ /˜ 0Ї 1И 2Ш 3и 4щ 5њ 6 7 8% 94 :C;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ ETFG@H” I]J KnTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment brn_horse_fџџџџJutlandџџџџ1џџџџ!A horse. Commonly found on farms. BrownHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX xа $є œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   )B = r „   … ‰XJˆ  !"#$%&'()2*2+@,- . /ž 0­ 1О 2Ю 3о 4я 5 6  7 8+ 9: :I;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ EZFGЭЬ @H” IcJ KtTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentbrn_horse_goodџџџџMorganџџџџ1џџџџ!A horse. Commonly found on farms.GoodBrownHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX ~ж $њ œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   /B C x Š   ‹ XJˆ  !"#$%&'()2*2+@,- .“ /Є 0Г 1Ф 2д 3ф 4ѕ 5 6 7# 81 9@ :O;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E`FGЭЬ @H” IiJ KzTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentbrn_horse_good_fџџџџ Clydesdaleџџџџ1џџџџ!A horse. Commonly found on farms.GoodBrownHorsex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28ЌehK Vn $’ ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   +B 7 l ~    ƒˆ   !"#$%&'()2*2+ЋЊЊ>,- .‡ /– 0Ѕ 1Д 2У 3в 4с 5№ 6ќ 7  8 9+ ::;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ EIFGЭЬь?HI JRTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentbrn_horse_weakŒ0Palominoџџџџ1‹0!A horse. Commonly found on farms.WeakBrownHorsenw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a UTC V3.28ЌehK Wo $“ ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   ,B 8 m    € „ˆ   !"#$%&'()2*2+ЋЊЊ>,- .ˆ /— 0І 1Е 2Ф 3г 4т 5ё 6§ 7 8 9, :;;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ EJFGЭЬь?HI JSTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentbrn_horse_weak_fŒ0Belgianџџџџ1‹0!A horse. Commonly found on farms.WeakBrownHorsenw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a UTC V3.28!Фg˜LX šђ $œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   &@“ : ™ І   Ї ЋXJˆ    !"# $ % &'()2*2+@,- .Џ /Р 0Я 1р 2№ 3 4 5" 6. 7? 8M 9\ :k;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E|FGсzє?H” I…J K–TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentbrn_ponyџџџџ Connemaraџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider. BrownPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX ™ё $œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   %@“ 9 ˜ Ѕ   І ЊXJˆ    !"# $ % &'()2*2+@,- .Ў /П 0Ю 1п 2я 3џ 4 5! 6- 7> 8L 9[ :j;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E{FGсzє?H” I„J K•TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment brn_pony_fџџџџExmoorџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider. BrownPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX Ђњ $œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   *@“ >  Ў   Џ ГJˆ  !"#$%&'()2*2+@,- .З /Ш 0з 1ш 2ј 3 4 5* 66 7G 8U 9d :s;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E„FG= @H” IJ KžTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment brn_pony_goodџџџџShetlandџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider. GoodBrownPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX Єќ $ œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   ,@“ @ Ÿ А   Б ЕJˆ  !"#$%&'()2*2+@,- .Й /Ъ 0й 1ъ 2њ 3  4 5, 68 7I 8W 9f :u;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E†FG= @H” IJ K TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentbrn_pony_good_fџџџџDartmoorџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider. GoodBrownPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28ЌehK … $С ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   )@“ = œ ­   Ў Вˆ   !"#$%&'()2*2+ЋЊЊ>,- .Ж /Х 0д 1у 2ђ 3 4 5 6+ 7< 8K 9Z :i;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ ExFGр?HI JTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDComment brn_pony_weakŒ0Faeroesџџџџ[‹0KPonies are similar to light horses and cannot fight while carrying a rider. WeakBrownPonynw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a UTC V3.28ЌehK ˆ  $Ф ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   ,@“ @ Ÿ А   Б Еˆ   !"#$%&'()2*2+ЋЊЊ>,- .Й /Ш 0з 1ц 2ѕ 3 4 5" 6. 7? 8N 9] :l;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ E{FGр?HI J„TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentbrn_pony_weak_fŒ0Galicianџџџџ[‹0KPonies are similar to light horses and cannot fight while carrying a rider. WeakBrownPonynw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a GFF V3.28Ћ<Zt<є<‚vYŒ gДџџџџt  (08@HPX`hpx€ˆ˜ ЈАИРШаирш№ј (08@HPX`hpx€ˆ˜ ЈАИРШаирш№ј (08@HPX`hpx€ˆ˜ ЈАИРШаирш№ј (08@HPX`hpx€ˆ˜ ЈАИРШаирш№ј (08@HPX`hpx€ˆ˜ ЈАИРШаирш№ј,4<DLT\dlt|„Œ”œЄЌДМФЬдмфьєќ $,4<DLT\dlt|„Œ”œЄЌДМФЬдмфьєќ $,4<DLT\dlt|„Œ”œЄЌДМФЬдмфьєќ $,4<DLT\dlt|„Œ”œЄЌДМФЬдмфьєќ    $ , 4 < D L T \ d l t | „ Œ ” œ Є Ќ Д М Ф Ь д м ф ь є ќ     $ , 4 < D L T \ d l t | „ Œ ” œ Є Ќ Д М Ф Ь д м ф ь є ќ     $ , 4 < D L T \ d l t | „ Œ ” œ Є Ќ Д М Ф Ь д м ф ь є ќ     $ , 4 < D L T \ d l t | „ Œ ” œ Є Ќ Д М Ф Ь д м ф ь є ќ     $ , 4 < D L T \ d l    •ы Ÿы Ћы Еы Сы аы сы №ы й э щ -щ >щ Oы Yы eы tы …ы ”ы Ѕы Ўы Йы Чы зы хы ѕќ э ы ы &ы 7й =щ Cы Mы Yы hы yы ˆы ™э Љй Й  Ъы ещ хщ єщ щ щ %ы 4ы >ы Jы Yы jы yы Šы “ы žы Ќы Мы Ъы кй ъй љй  й й +й <й Mй ^й oй ~й ‹й šй Љй Ий Чй жй хй єй й й !й .й =й Lй [й iй wй ‡й —й Їй Зй Чй зй чй їй  й  й # й 4 й C й R й a й p й  й Ž й  й Ќ й Л й Ъ й й й ш й ї й  й  й $ й 3 й B й Q й ` й o й ~ й  й œ й Ћ й К й Ч й ж й ц й і й  й  й & й 6 й F й V й f й v й † й – й І й Ж й Ц й ж й ц й і й  й  й & й 6 й F й V й f й v й … й ’ й Ÿ й А й Р й Я й р йˆ я й џ й  ы  ы $ ы . ы : ы I ы Z ы i ы z й Š к š й Ћ к М к Э й о й ь э њ к й к *к ;й Lй ]к nщ ~щ щ  ы Њы Жы Хы жы хы іы џы  ы ы (ы 6ы Fќ Tэ aк pй й Œк ™к Јй Зй Цк ек фй ѓй к й  к /к >й Mк \й kк zй ‰к ˜й Їк Жй Хк вй пй юк §к  й й *к 9й Gк Uк cй qй к ‘й Ёк Бк Сй бй ск ёй к й !к 1й Aк Qй aк qй к ‘й Ёк Бк Нй Щы гы пы №щ ік ќй к й $ы .ы :ы Iы Zы iы zк ‰й ˜й Їк Жк Хй дк уй ђк й й к .й =к Lй [к jй yк ˆк —й Ій Ек Фй гк тй ёк й к й -к <к Kй Zй iк xй ‡к –к Ѕй Дй Ук вй ск №к џй й к ,й ;к Jк Yй hк wй †э –й Ік Ж  Чк дй сй №к џк й й /к ?й Oк _й oк й к Ÿй Џк Пй Як пй як џй к й /к ?й Oк _й oк й к Ÿй Џк Пй Як пй як џй к й /к ?й Oк _й oк й к Ÿй Џк Пй Як пй як џй к й /к ?й Nк ]й jк wй „к ‘ы œщ Ќщ Лщ Ьщ лщ ьы ћк  й к -й =к Lй [к lй }ы ‡ы “ы Ђы Гы Ты гы мы чы ѕы ы ы #к 3к Bй Sк dй sкАMod_MinGameVerExpansion_PackCommentsTopResRefResTypeDependenciesMissing1.68‰Killer Horse Pack v1.0 by Axe Easily add horse riding into your module without any scripting required. Supports ownership of multiple horses. Features for scriptless setup of stable areas. Steed merchant included to sell horses from the stable and restock it periodically. Stablehand NPC included to provide horse tending -- for a fee he keeps your steed safe from theft. Horses organized by color (3), size (2), gender (2), and quality (4). Higher quality steeds are faster and stronger when attacked (PC is dismounted). Includes hitching post placeable and reins item for dismounting. Branding iron item allows PCs to claim ownership of horses and change their names. There are 3 branding iron models to choose from. Huge library of functions to allow for on-the-fly customization of the system -- many useful horse related functions. See the Readme file, it has all the information you need to know! aurenthil aurenthil_f blk_horse blk_horse_fblk_horse_goodblk_horse_good_fblk_horse_weakblk_horse_weak_f branding_iron branding_ironbrandingironmedbrandingironthinbrandingirontiny brn_horse brn_horse_fbrn_horse_goodbrn_horse_good_fbrn_horse_weakbrn_horse_weak_fbrn_pony brn_pony_f brn_pony_goodbrn_pony_good_f brn_pony_weakbrn_pony_weak_f hitching_post horse_minder nightmare nightmare_fnightmare_hostilreinsreins spot_pony spot_pony_fspot_pony_goodspot_pony_good_fspot_pony_weakspot_pony_weak_fstable_merchantstable_on_enterstable_steed_spw stablehandstablemercbootsstablemercgarbstablemercglovesstablemercringstablemercringrtsteed_merchant wht_horse wht_horse_fwht_horse_goodwht_horse_good_fwht_horse_weakwht_horse_weak_fwht_pony wht_pony_f wht_pony_goodwht_pony_good_f wht_pony_weakwht_pony_weak_f_horse_ride_inc_unique_id_incbrand_iron_1a1abrandin_iron_1a1brandin_iron_endbranding_iron_1abranding_iron_1bbranding_iron_1cbranding_iron_2aminder_at_1b3a minder_at_1cminder_at_1d1aminder_at_1d1bminder_at_1d1cminder_at_1d1dminder_at_1d1eminder_at_1d1fminder_at_1d1gminder_at_1d1hminder_at_1d1iminder_at_1d1j minder_taw_1minder_taw_1b1minder_taw_1b2minder_taw_1b3 minder_taw_1c minder_taw_1dminder_taw_1d1aminder_taw_1d1bminder_taw_1d1cminder_taw_1d1dminder_taw_1d1eminder_taw_1d1fminder_taw_1d1gminder_taw_1d1hminder_taw_1d1iminder_taw_1d1j mount_horserideable_on_spawstable_at_1a1astable_at_1a1bstable_at_1a1cstable_at_1a1dstable_at_1a1estable_at_1a1fstable_at_1a1gstable_at_1a1hstable_at_1a1istable_at_1a1jstable_at_1a1kstable_at_1a1lstable_at_1a1mstable_at_1a1nstable_at_1a1ostable_at_1a1pstable_at_1a1qstable_at_1a1rstable_at_1a1sstable_at_1a1tstable_at_1a1ustable_at_1a1vstable_at_1a1wstable_at_1a1xstable_at_1a1ystable_at_1a1z stable_taw_1stable_taw_1a1stable_taw_1a1astable_taw_1a1bstable_taw_1a1cstable_taw_1a1dstable_taw_1a1estable_taw_1a1fstable_taw_1a1gstable_taw_1a1hstable_taw_1a1istable_taw_1a1jstable_taw_1a1kstable_taw_1a1lstable_taw_1a1mstable_taw_1a1nstable_taw_1a1ostable_taw_1a1pstable_taw_1a1qstable_taw_1a1rstable_taw_1a1sstable_taw_1a1tstable_taw_1a1ustable_taw_1a1vstable_taw_1a1wstable_taw_1a1xstable_taw_1a1ystable_taw_1a1zstable_taw_1a2 stable_taw_2 stable_taw_3taw_horse_nobrantaw_horse_ownertaw_is_mounteduse_hitchingpostminder_taw_1b4_horse_ride_inc_unique_id_inc aurenthil aurenthil_f blk_horse blk_horse_fblk_horse_goodblk_horse_good_fblk_horse_weakblk_horse_weak_fbrand_iron_1a1abrand_iron_1a1abrandin_iron_1a1brandin_iron_1a1brandin_iron_endbrandin_iron_end branding_iron branding_iron branding_ironbranding_iron_1bbranding_iron_1bbranding_iron_1cbranding_iron_1cbranding_iron_2abranding_iron_2abrandingironmedbrandingironthinbrandingirontiny brn_horse brn_horse_fbrn_horse_goodbrn_horse_good_fbrn_horse_weakbrn_horse_weak_fbrn_pony brn_pony_f brn_pony_goodbrn_pony_good_f brn_pony_weakbrn_pony_weak_f hitching_post horse_minderminder_at_1b3aminder_at_1b3a minder_at_1c minder_at_1cminder_at_1d1aminder_at_1d1aminder_at_1d1bminder_at_1d1bminder_at_1d1cminder_at_1d1cminder_at_1d1dminder_at_1d1dminder_at_1d1eminder_at_1d1eminder_at_1d1fminder_at_1d1fminder_at_1d1gminder_at_1d1gminder_at_1d1hminder_at_1d1hminder_at_1d1iminder_at_1d1iminder_at_1d1jminder_at_1d1j minder_taw_1 minder_taw_1minder_taw_1b1minder_taw_1b1minder_taw_1b2minder_taw_1b2minder_taw_1b3minder_taw_1b3 minder_taw_1c minder_taw_1c minder_taw_1d minder_taw_1dminder_taw_1d1aminder_taw_1d1aminder_taw_1d1bminder_taw_1d1bminder_taw_1d1cminder_taw_1d1cminder_taw_1d1dminder_taw_1d1dminder_taw_1d1eminder_taw_1d1eminder_taw_1d1fminder_taw_1d1fminder_taw_1d1gminder_taw_1d1gminder_taw_1d1hminder_taw_1d1hminder_taw_1d1iminder_taw_1d1iminder_taw_1d1jminder_taw_1d1j mount_horse mount_horse nightmare nightmare_fnightmare_hostilreinsreinsreinsrideable_on_spawrideable_on_spaw spot_pony spot_pony_fspot_pony_goodspot_pony_good_fspot_pony_weakspot_pony_weak_fstable_at_1a1astable_at_1a1astable_at_1a1bstable_at_1a1bstable_at_1a1cstable_at_1a1cstable_at_1a1dstable_at_1a1dstable_at_1a1estable_at_1a1estable_at_1a1fstable_at_1a1fstable_at_1a1gstable_at_1a1gstable_at_1a1hstable_at_1a1hstable_at_1a1istable_at_1a1istable_at_1a1jstable_at_1a1jstable_at_1a1kstable_at_1a1kstable_at_1a1lstable_at_1a1lstable_at_1a1mstable_at_1a1mstable_at_1a1nstable_at_1a1nstable_at_1a1ostable_at_1a1ostable_at_1a1pstable_at_1a1pstable_at_1a1qstable_at_1a1qstable_at_1a1rstable_at_1a1rstable_at_1a1sstable_at_1a1sstable_at_1a1tstable_at_1a1tstable_at_1a1ustable_at_1a1ustable_at_1a1vstable_at_1a1vstable_at_1a1wstable_at_1a1wstable_at_1a1xstable_at_1a1xstable_at_1a1ystable_at_1a1ystable_at_1a1zstable_at_1a1zstable_merchantstable_on_enterstable_on_enterstable_steed_spw stable_taw_1 stable_taw_1stable_taw_1a1stable_taw_1a1stable_taw_1a1astable_taw_1a1astable_taw_1a1bstable_taw_1a1bstable_taw_1a1cstable_taw_1a1cstable_taw_1a1dstable_taw_1a1dstable_taw_1a1estable_taw_1a1estable_taw_1a1fstable_taw_1a1fstable_taw_1a1gstable_taw_1a1gstable_taw_1a1hstable_taw_1a1hstable_taw_1a1istable_taw_1a1istable_taw_1a1jstable_taw_1a1jstable_taw_1a1kstable_taw_1a1kstable_taw_1a1lstable_taw_1a1lstable_taw_1a1mstable_taw_1a1mstable_taw_1a1nstable_taw_1a1nstable_taw_1a1ostable_taw_1a1ostable_taw_1a1pstable_taw_1a1pstable_taw_1a1qstable_taw_1a1qstable_taw_1a1rstable_taw_1a1rstable_taw_1a1sstable_taw_1a1sstable_taw_1a1tstable_taw_1a1tstable_taw_1a1ustable_taw_1a1ustable_taw_1a1vstable_taw_1a1vstable_taw_1a1wstable_taw_1a1wstable_taw_1a1xstable_taw_1a1xstable_taw_1a1ystable_taw_1a1ystable_taw_1a1zstable_taw_1a1zstable_taw_1a2stable_taw_1a2 stable_taw_2 stable_taw_2 stable_taw_3 stable_taw_3 stablehandstablemercbootsstablemercgarbstablemercglovesstablemercringstablemercringrtsteed_merchanttaw_horse_nobrantaw_horse_nobrantaw_horse_ownertaw_horse_ownertaw_is_mountedtaw_is_mounteduse_hitchingpostuse_hitchingpost wht_horse wht_horse_fwht_horse_goodwht_horse_good_fwht_horse_weakwht_horse_weak_fwht_pony wht_pony_f wht_pony_goodwht_pony_good_f wht_pony_weakwht_pony_weak_f_horse_ride_inc_unique_id_incbranding_iron_1abranding_iron_1aminder_taw_1b4minder_taw_1b4  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊЋЌ­ЎЏАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюя№ёђѓєѕіїјљњћќ§ўџ      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊЋЌ­ЎЏАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюя№ёђѓєѕіїјљњћќ§ўџ      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊЋЌ­ЎЏАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюя№ёђѓєѕіїјљњћќ§ўџ      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXFYЁ  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ Ё ЂЃЄЅІЇЈЉЊЋЌ­ЎЏАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюя№ёђѓєѕіїјљњћќ§ўџ      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊUTP V3.28D5Р5ЂВд†џџџџ5  1 l z   {     € ! "‚ #ƒ $„ %… &† '‡ (ˆ )‰ *Š +‹,-./0 1Œ 23 4žTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedOnClickHasInventoryBodyBagStaticTypeUseableOnInvDisturbedOnUsedPaletteIDComment HitchingPost Hitching Post7t'A hitching rail for the mythical horse. hitching_postuse_hitchingpost  !"#$%&'()*+,-./01234DLG V3.28IЄЅ`рЙ™'”-. џџџџ $ LXdp|ˆ АМШдрьј  (4 \ „œ Фа ј 0@ hx  АМ р  4 Xh Œœ Ра є (8 \ l    Ф д ј  , < `l œЈДР ф  8 \h Œ—       J џџџџ K O P( T U d r €   … Џ џџџџ А Д Е@ Й Щ й щ љ    ) 9 I Y Z  ^ Љ џџџџ Њ Ў Џp Г  З N џџџџ O S Tt X Y Z  ^ с џџџџ т ц ч€ ы ь  № в џџџџ г з иˆ м н с  х e џџџџ f j k o p t  x Ю џџџџ Я г д˜ и й н  с  џџџџ      $ 3 7Ќ  8 X џџџџ Y ] ^  b ž џџџџ Ÿ Ѓ Є Ј  Е щ џџџџ ъ ю я   ѓ X џџџџ g k l p q  u к џџџџ щ э ю ђ ѓ  ї X џџџџ g k l  p q  u л џџџџ ъ ю я( ѓ є  ј j  џџџџ y } ~ 0 ‚  ƒ   ‡ ї  џџџџ    8       z  џџџџ ‰  Ž @ ’  “   — ї  џџџџ    H       y  џџџџ ˆ Œ  P ‘  ’   – љ  џџџџ    X       Š  џџџџ — › œ `     Ё ш  џџџџ щ э ю h ђ         . r  џџџџ s w x |  | А  џџџџ П У Ф € Ш   Щ щ  џџџџ ъ ю я ˆ  ѓ T џџџџ U Y ZŒ ^  _ Ђ џџџџ Ѓ Ї Ј”˜ ЌDelayEntryDelayReplyNumWordsEndConversationEndConverAbortPreventZoomInEntryListSpeakerAnimationAnimLoopTextScriptDelayCommentSoundQuestRepliesListIndexActiveIsChildLinkCommentReplyListEntriesListStartingList nw_walk_wp nw_walk_wp,џџџџGood day to you !taw_is_mounted minder_taw_1c minder_taw_1d&џџџџWhich one do you want?minder_taw_1d1aminder_taw_1d1bminder_taw_1d1cminder_taw_1d1dminder_taw_1d1eminder_taw_1d1fminder_taw_1d1gminder_taw_1d1hminder_taw_1d1iminder_taw_1d1jGџџџџ7Thanks for the business. I have removed my enchantment.“џџџџƒSure, I can do that. But you will have to make it worth my while to stand here for that long. What do you say to gold?џџџџoWhy don't you pay me later. Tie it to one of those hitching posts over there and come see me when you get back.оџџџџЮI'm not running that big of an operation here. I already have of your steeds in the corral and simply can't accomodate any more from you. You aren't the only one in need of my services ya know!|џџџџlI'm not running that big of an operation here. I'm afraid my corral has reached its limits. Come back later.RџџџџBI'm afraid I can only tend horses for you if they bear your brand.5џџџџ%As a matter of fact there is! I try to scratch my living by minding horses for people. They give me a few coins and I ensure their steed is not stolen. I place a special enchantment on the animal which causes it to refuse anyone who tries to ride it. Once I am paid, I remove the enchantment.taw_is_mountedџџџџ Greetings...8џџџџ(Hello again. I'd like my horse back now. minder_taw_10џџџџ Nevermind, I'll come back later.aџџџџQAh, you fed . Here are the gold pieces I promised you...minder_at_1d1jaџџџџQ looks ready. Here are the gold pieces I promised you...minder_at_1d1i]џџџџMGive me . Here are the gold pieces I promised you...minder_at_1d1hbџџџџR looks rested. Here are the gold pieces I promised you...minder_at_1d1gnџџџџ^Haven't ridden in awhile. Here are the gold pieces I promised you...minder_at_1d1flџџџџ\Oh, I guess looks good. Here are the gold pieces I promised you...minder_at_1d1ebџџџџRI like today. Here are the gold pieces I promised you...minder_at_1d1d\џџџџL please. Here are the gold pieces I promised you...minder_at_1d1caџџџџQLet me have . Here are the gold pieces I promised you...minder_at_1d1b_џџџџOI'll take . Here are the gold pieces I promised you...minder_at_1d1apџџџџ`Hello again. I'd like my horse back now. Here are the gold pieces I promised you... minder_at_1cCџџџџ3I was wondering if you would watch my horse for me?minder_taw_1b1minder_taw_1b2minder_taw_1b3minder_taw_1b4@џџџџ0Nevermind, I'll just take my chances thankyou...0џџџџ That's reasonable, here ya go...minder_at_1b3aџџџџ Very well...]џџџџMWell met! Is there any particular reason you are just wandering around here??џџџџ/Perhaps I will use your service another time... minder_taw_1­Ђ  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊЋЌЎЏАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюя№ёђѓєѕіїјљњћќ§ўџ      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЃЄ    !"#%&(*,.02468:<ABDEG$')+-/13579;=>?@CFHNCS V1.0BN ююIџџџќ џџџјW) oCEP_Mount_Cџџџј6 џџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќvџџџќMountedџџџј3џџџќ* oCEP_Mount_Cџџџє6* џџџєџџџќ џџџќџџџќ џџџј!"џџџќџџџќџџџєй" џџџќџџџќџџџь" ,џџџьџџџќšџџџќџџџ№šџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјю"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфѓџџџфeOriginalClaimBlockџџџр7џџџфЋџџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџ№"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџюЂ",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџя"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџю†",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ џџџјџџю "bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { MindSteed( OBJECT_SELF, GetPCSpeaker(), GetSteed( GetPCSpeaker())); } NCS V1.0BФ юџџџјџџџќџџџє.џџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse#џџџє\#6џџџјџџџќџџџјtpџџџє6џџџшšџџџќџџџь MindingFee3Мџџџ№:џџџќ#џџџќџџџќ  џџџ!џџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); do { object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse" +IntToString( iSteed)); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); return; } } while( --iSteed > 0); } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse1#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse1"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse2#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse2"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse3#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse3"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse4#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse4"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse5#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse5"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse6#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse6"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse7#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse7"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse8#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse8"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B‚ юџџџјџџџќџџџєьџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse9#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse9"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0Bƒ юџџџјџџџќџџџєэџџџјџџџќMaxMindedPerPC3џџџјџџџќџџџєHorse10#6џџџјџџџќџџџј@dџџџєџџџшfџџџќџџџь MindingFee3Мџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ",џџџєџџџќDџџџќSteedIDџџџј3џџџєџџџќ џџџќџџџќ џџџјt"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќЏџџџќџџџ№џџџ№џџџ№Ч",џџџьџџџќaџџџќџџџ№џџя­џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџ§Щџџџф YџџџєHorse#џџџє\#џџџь џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџј”OriginalClaimBlockџџџј3џџџјхOriginalClaimBlockџџџј џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў,џџџфџџџєџџџќџџџјџџџє џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџ№  џџџќџџџќ(џџџ№ SteedIDMaxђ3  ,џџџьџџџќГџџџќџџџ№џџыAџџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќCurMindedTotalџџџ№3 џџџќџџџќ2џџџє CurMinded#џџџь3  ,џџџфџџџєЧџџџќџџџєHorse#џџџє\#џџџь6џџјиџџџш ,џџџфџџџєZџџџќ#џџџќџџџќ  џџџwџџџфџџџєџџџќџџџјџџџє џџџјџџыh"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџъц"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј #include "_horse_ride_inc" void main() { object oPC = GetPCSpeaker(); string sPCVar = GetUniqueID( oPC); int iSteed = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse10"); if( GetIsASteed( oSteed)) { UnmindSteed( OBJECT_SELF, oPC, GetSteedID( oSteed)); TakeGoldFromCreature( GetLocalInt( OBJECT_SELF, "MindingFee"), oPC, TRUE); } } NCS V1.0B€ юИџџџјџџџќџџџј CurMinded#3џџџјџџџќ MindingFee3џџџјџџџќџџџќ\ ъџџџј\ ыMaxMindedPerPC3џџџјџџџќџџџьHorse#џџџє\#6џџџјџџџќџџџјs4џџџј§ Иџџџ№ !- Иџџџ№ џџџќ#џџџќџџџќ  џџџBџџџшџџџьџџџќџџџ№ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { string sPCVar = GetUniqueID( GetPCSpeaker()); int iCurPC = GetLocalInt( OBJECT_SELF, sPCVar +"CurMinded"); int iMindFee = GetLocalInt( OBJECT_SELF, "MindingFee"); SetCustomToken( 3050, IntToString( iMindFee)); SetCustomToken( 3051, IntToString( iCurPC)); int i = GetLocalInt( OBJECT_SELF, "MaxMindedPerPC"); do { object oSteed = GetLocalObject( OBJECT_SELF, sPCVar +"Horse" +IntToString( i)); if( GetIsASteed( oSteed)) SetCustomToken( 3000 +i, GetName( oSteed)); else SetCustomToken( 3000 +i, ""); } while( --i > 0); return TRUE; } NCS V1.0B юџџџјџџџќџџџјџџџ№0e"џџџєџџџјџџџќџџџќ џџџјW) oCEP_Mount_Cџџџј6 џџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќvџџџќMountedџџџј3џџџќ* oCEP_Mount_Cџџџє6* џџџєџџџќ џџџќџџџќ џџџј•"џџџќџџџќџџџє*" џџџќџџџќџџџєj  ,џџџ№џџџќ џџџќџџџ№§џџџјџџџќџџџјџџџќџџџ№й'џџџ№sџџџјџџџќ0- RanchNameџџџь5џџџјџџџќџџџ№ <џџџј #џџџќ"џџџь џџџ№ # џџџшџџџєџџџќџџџјџџџј џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"*џџџєџџџќGџџџќ BrandRanchџџџј5џџџєџџџќ џџџќџџџќ џџџјџџђЃ"*џџџєџџџќGџџџќ BrandOwnerџџџј5џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" int StartingConditional() { object oPC = GetPCSpeaker(); return !GetIsSteedOwner( GetSteed( oPC), oPC); } NCS V1.0BS "џџџјџџџќ џџџќ џџџјЬ",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetCorralIsFull( OBJECT_SELF); } NCS V1.0BИ I"џџџќю8" џџџјџџџќ џџџќ џџџјЬ",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК"џџџќџџџќџџџєй" џџџќџџџќџџџєџџ§‰ ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьœ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ #include "_horse_ride_inc" int StartingConditional() { return (!GetCorralIsFull( OBJECT_SELF) && !GetCorralHasRoom( OBJECT_SELF, GetPCSpeaker())); } NCS V1.0B– ю"џџџјџџџќ џџџќ џџџјf"џџџќџџџќџџџєй" џџџќџџџќџџџєG ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьЎ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџўК",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetCorralHasRoom( OBJECT_SELF, GetPCSpeaker()); } NCS V1.0B  юO"џџџќ#ю  џџџјџџџќ џџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќvџџџќMountedџџџј3џџџќ* oCEP_Mount_Cџџџє6* џџџєџџџќ џџџќџџџќ џџџјЏ"џџџќџџџќџџџєй" ,џџџ№џџџќXџџџќџџџє€ CurMinded#џџџј3џџџ№џџџќ џџџќџџџј џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ #include "_horse_ride_inc" int StartingConditional() { return (!GetIsMounted( GetPCSpeaker()) && (GetMindedCount( OBJECT_SELF, GetPCSpeaker()) == 1)); } NCS V1.0B ю?Horse1#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse1")); } NCS V1.0B ю?Horse2#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse2")); } NCS V1.0B ю?Horse3#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse3")); } NCS V1.0B ю?Horse4#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse4")); } NCS V1.0B ю?Horse5#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse5")); } NCS V1.0B ю?Horse6#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse6")); } NCS V1.0B ю?Horse7#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse7")); } NCS V1.0B ю?Horse8#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse8")); } NCS V1.0B ю?Horse9#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse9")); } NCS V1.0B ю@Horse10#6№џџџјџџџќ џџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ #include "_horse_ride_inc" int StartingConditional() { return GetIsASteed( GetLocalObject( OBJECT_SELF, GetUniqueID( GetPCSpeaker()) +"Horse10")); } NCS V1.0B  юO"џџџќ#ю  џџџјџџџќ џџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќvџџџќMountedџџџј3џџџќ* oCEP_Mount_Cџџџє6* џџџєџџџќ џџџќџџџќ џџџјЏ"џџџќџџџќџџџєй" ,џџџ№џџџќXџџџќџџџє€ CurMinded#џџџј3џџџ№џџџќ џџџќџџџј џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ #include "_horse_ride_inc" int StartingConditional() { return (!GetIsMounted( GetPCSpeaker()) && (GetMindedCount( OBJECT_SELF, GetPCSpeaker()) > 1)); } NCS V1.0B>w ўџџџјџџџќџџџќй"џџџќсЎжУџџџќ % Zџџџє•2В HorseNewName9џџџјUН"<џџџј branding_ironџџџџќџџџјџџџќYЬf He She refuses to let you climb on.#џџџјvџџџјYou can't ride f him.her.#џџџќ&џџџјіџџџќ џџџј•"џџџќџџџќџџџє*" џџџќџџџќџџџєj  ,џџџ№џџџќ џџџќџџџ№§џџџјџџџќџџџјџџџќџџџ№й'џџџ№sџџџјџџџќ0- RanchNameџџџь5џџџјџџџќџџџ№ <џџџј #џџџќ"џџџь џџџ№ # џџџшџџџєџџџќџџџјџџџј џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"*џџџєџџџќGџџџќ BrandRanchџџџј5џџџєџџџќ џџџќџџџќ џџџјџџђЃ"*џџџєџџџќGџџџќ BrandOwnerџџџј5џџџєџџџќ џџџќџџџќ џџџјџџђ*",џџџєџџџќIџџџќ MountBlockedџџџј3џџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџ№џџёO" ]reinsHџџџьџџџь Mountedџџџє7џџџј џџџјџџ№а",џџџєџџџќ@џџџќSpeed4џџџєџџџќ џџџќџџџќ џџџќj [џџџј џџџјџџџќџџџќ џџџќџџџєAџџџјџџџќџџџє appearanceл=џџџјџџџќџџџќD= #џџџќџџџјE= # џџџќџџџјG= # џџџќџџџјH= # џџџќџџџјA= # џџџќџџџјO= # џџџќџџџјH= # џџџќџџџјV= # џџџєžџџџь*~џџџшAџџџјџџџќџџџј appearanceR=џџџєџџџќџџџрџџџќџџџјcav_aur= #  џџџрџџџќД-џџџјcav_nero= #  џџџрџџџќw-џџџј cav_marrone= # џџџрџџџќ7-џџџјcav_nm= #  џџџрџџџќќ-џџџј cav_bianco= #  џџџрџџџќН-џџџјpony_mar= # џџџрџџџќ€-џџџјpony_bia= # џџџрџџџќC-џџџјpony_pez= # џџџрџџџќџџџф"џџџ№ џџџќŽ-џџџшџџџќ %Vџџџќ! %@џџџќ %*џџџќ %џџџќ %ўџџџќ %шџџџќ %вџџџќ %Мџџџќ %Іџџџќ %џџџќ %zџџџќ" %dџџџќ %Nџџџќ# %8џџџќ %"џџџќ %  џџџ№ ‹џџџќџџџє џџџќџџџф  *џџџш џџџфџџџќџџџє џџџќџџџф  *џџџш џџџфџџџќџџџјџџџќџџџфџџџќ %Vџџџќ! %­џџџќ %џџџќ %[џџџќ %Вџџџќ % џџџќ %`џџџќ %Зџџџќ %џџџќ %eџџџќ %Мџџџќ" %џџџќ %jџџџќ# %Сџџџќ %џџџќ %oж16815213џџџи phenotype џџџєџџџќџџџмDz ! @ џџџиџџџќi16815233џџџи phenotype šџџџєџџџќџџџмDz ! @ џџџиџџџќќ16815211џџџи phenotype -џџџєџџџќџџџмDz ! @ ЬЭџџџиџџџќ16815231џџџи phenotype РџџџєџџџќџџџмDz ! @ ЬЭџџџиџџџќ"16815207џџџи phenotype SџџџєџџџќџџџмDz ! @ ЬЭџџџиџџџќЕ16815227џџџи phenotype цџџџєџџџќџџџмDz ! @ ЬЭџџџиџџџќH16815212џџџи phenotype yџџџєџџџќџџџмDz ! @™šџџџиџџџќл16815232џџџи phenotype џџџєџџџќџџџмDz ! @™šџџџиџџџќn16815210џџџи phenotype ŸџџџєџџџќџџџмDz ! @ ЬЭџџџиџџџќ16815230џџџи phenotype 2џџџєџџџќџџџмDz ! @ ЬЭџџџиџџџќ”16815214џџџи phenotypeХџџџєџџџќџџџмDz ! ?ѓ33џџџиџџџќ'16815234џџџи phenotypeXџџџєџџџќџџџмDz ! ?ѓ33џџџиџџџќК16815215џџџи phenotypeыџџџєџџџќџџџмDz ! ?ѓ33џџџиџџџќM16815235џџџи phenotype~џџџєџџџќџџџмDz ! ?ѓ33џџџиџџџќр16815208џџџи phenotypeџџџєџџџќџџџмDz ! ?ѓ33џџџиџџџќs16815228џџџи phenotypeЄџџџєџџџќџџџмDz ! ?ѓ33џџџиџџџќџџџќџџџќ џџџ№Qџџџьџџџј џџџш oCEP_Mount_Cџџџф:ѕcДЧџџџјџџџќџџџмерџџџјџџџќџџџр*$q #>й™š ?ИRџџџјџџџќ,0  џџџм,0)џџџиџџџьм џџџќ,0)џџџиџџџ№м џџџќ;Ѓз !џџџќџџџи!"џџџиџџџр єџџџд #џџџќ*џџџШџџџаB" 1џџџмџџџШџџџќџџџшџџџь џџџј *џџџ№џџџќ­џџџќџџџјџџџќџџџјџџџќџџџф=џџџрџџџќџџџф phenotype #NNameџџџфџџџќ1o2P2_џџџшџџџќџџџјџџџќџџџф appearance #NRACEџџџфџџџќ1o2A1_џџџшџџџќџџџјџџџќџџџф placeables #S ModelNameџџџфџџџќ1o2P1_џџџшџџџќџџџјџџџќџџџф tailmodel #OMODELџџџфџџџќ1o2T1_џџџшџџџќџџџјџџџќџџџф wingmodel #OMODELџџџфџџџќ1o2W1_џџџшџџџќџџџјџџџќџџџќ *џџџиџџџф"џџџќџџџьџџџм\#џџџьџџџќџџџ№ђ5џџџ№џџџќџџџє; .џџџєџџџиџџџфšџџџќџџџрџџџфџџџмЦџџџ№џџџќџџџє=џџџ№џџџќџџџєџџџьђ9џџџєџџџиџџџфџџџќџџџшџџџј џџџјџџџќџџџјџџџќџџџјџџџќџџџд=џџџаџџџќџџџм=џџџиџџџќџџџд; -џџџа?џџџаџџџќџџџм phenotype #NNameџџџмџџџќ1o2P2_џџџрџџџќџџџєџџџќџџџм appearance #NRACEџџџмџџџќ1o2A1_џџџрџџџќџџџєџџџќџџџм placeables #S ModelNameџџџмџџџќ1o2P1_џџџрџџџќџџџєџџџќџџџм tailmodel #OMODELџџџмџџџќ1o2T1_џџџрџџџќџџџєџџџќџџџм wingmodel #OMODELџџџмџџџќ1o2W1_џџџрџџџќџџџєџџџќџџџј .џџџЬџџџм’џџџќџџџфџџџа#џџџфџџџќџџџшђ3џџџьџџџќџџџф EOF_RESULT#ђ3џџџјџџџќџџџ№ .џџџЬџџџмтџџџќџџџ№ .џџџ№џџџЬџџџмЄџџџќџџџќ .џџџЬџџџмdџџџќџџџи –џџџиџџџмџџџдЦ=џџџшџџџќџџџьџџџа #Hџџџиџџџфђ7џџџиџџџЬџџџмТџџџќџџџќџџџдџџџќџџџи  џџџдџџџќџџџиџџџмџџџдЦ=џџџшџџџќџџџь #дџџџьџџџа #rџџџиџџџфђ7џџџиџџџр EOF_RESULT#ђ7џџџиџџџЬџџџмЎџџџќџџџи$џџџдџџџќџџџиџџџмџџџдЦ=џџџшџџџќџџџ$џџџр EOF_RESULT#ђ7џџџЬџџџмџџџќџџџрџџџє џџџј !6nCEP_SPEED_EFFECT_Cџџџј гџџџьџџџьЕџџџјџџџќdџџџє%чџџџјџџџќџџџьДџџџјџџџќџџџќ*A,џџџјџџџьx џџџќџџџєџџџј џџџјkџџџјџџџќџџџјџџџќџџџ№џџџќ %Nџџџќ %Rџџџќ %Vџџџќ %Zn?‡Ўџџџєџџџќn?З =џџџєџџџќT?€џџџєџџџќ:?З =џџџєџџџќ ?ЬЬЭџџџєџџџќџџџќџџџјџџџќџџџјџџџќџџџфUџџџшџџџќџџџьX “џџџьЊ$  џџџєџџџќџџџьЊ% "џџџјџџџќџџџфVџџџшџџџќџџџ^џџџјџџџј џџџєџџџќџџџјџџџќ %8џџџќџџџџ %(џџџќ %@hbџџџ№?џџџш!!џџџьџџџќ4џџџ№?џџџш!!џџџьџџџќџџџќџџџрџџџ№!?€!џџџьџџџќџџџ№џџџдџџџфџџџќџџџшџџџє џџџќ*",џџџєџџџќ џџџќCEP_EC_џџџєйџџџ№и7џџџєЈџџџь§#џџџ№F##џџџјџџџќџџџєШџџџјџџџќџџџќ*.џџџќџџџьџџџє7џџџќџџџјџџџье plc_invisobj@ѓџџџјџџџќџџџќ*ЎџџџјШѕcДЧџџџјџџџќџџџќqџџџјџџџќџџџєџџџємџџџјџџџшџџџ№>џџџќџџџќџџџьџџџєџџџќџџџјџџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџє  сџџџєЅqџџџјџџџќџџџє .џџџєУqџџџјџџџќџџџєџџџємџџџє  nCEP_SPEED_EFFECT_Cџџџ№7џџџќџџџј џџџќ* ,џџџшџџџќhџџџќџџџќ: ,џџџшџџџќ'џџџќџџџјSџџџјџџџќџџџјџџџќџџџјџџџќџџџјџџџќџџџјџџџќџџџр # џџџјџџџќџџџм #*џџџќ џџџјџџџќџџџи #*џџџќ џџџјџџџќџџџш* Хџџџьџџџќџџџ№џџџќџџџєџџџќџџџр #џџџќџџџфЈџџџи #  џџџьџџџќџџџм #џџџќџџџфFџџџд #  џџџ№џџџќџџџи #џџџќ%џџџр§џџџа #  џџџєџџџќџџџќџџџьџџџь џџџ№ ,џџџаџџџфdџџџќџџџш: іџџџшSџџџшџџџќџџџь* Кџџџьџџџќџџџ№џџџќџџџєџџџќџџџр #џџџќџџџфЈџџџи #  џџџьџџџќџџџм #џџџќџџџфFџџџд #  џџџ№џџџќџџџи #џџџќ%џџџр§џџџа #  џџџєџџџќџџџќџџџьџџџь џџџ№ ,џџџаџџџф€џџџќџџџшTџџџшџџџќџџў7џџџфTџџџфџџџќџџќ,џџџаџџџфџџџќџџџшџџџ№ #include "_horse_ride_inc" void main() { object oPC = GetLastSpeaker(); if( !GetIsPC( oPC)) return; if( GetIsListening( OBJECT_SELF)) switch( GetListenPatternNumber()) { case 1: // A new name is being entered. if( GetIsSteedOwner( OBJECT_SELF, oPC)) SetLocalString( OBJECT_SELF, "HorseNewName", GetMatchedSubstring( 0)); return; default: // Start up the branding iron conversation. if( !IsInConversation( OBJECT_SELF)) { BeginConversation( "branding_iron", oPC); return; } break; } if( GetIsMountBlocked( OBJECT_SELF)) { SendMessageToPC( oPC, ((GetGender( OBJECT_SELF) == GENDER_MALE) ? "He " : "She ") +"refuses to let you climb on."); FloatingTextStringOnCreature( "You can't ride " +((GetGender( OBJECT_SELF) == GENDER_MALE) ? "him." : "her."), oPC, FALSE); return; } MountHorse( oPC, OBJECT_SELF); } UTC V3.28:№˜ OДбџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcd(4@LXdp|ˆ” Ј@“€”•   (E < џ      XJˆ !"#4$4%@&'()*2+A,- . /& 05 1F 2V 3f 4w 5ˆ 6” 7Ѕ 8Г 9Т :б;<<<< <<<<<<<<<<<<<<<<<<<<<<<=p>>Т>ф>Х>)>*>љ>>b>є>і>­>!?Ј@ЌABCABCABCABCABCABCAšBCAšBCAšBCAšBCAšBCAšBCDрE FGш HтIJ @K№ Lы Lњ L M NTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment nightmareџџџџ KnightmareџџџџПџџџџЏAlso known as "demon horses" and "hell horses," nightmares are creatures from the lower planes. These creatures breathe out a smoking, hot cloud of choking fumes when angered. Nightmarex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeedzep_cre_bskelszep_cre_bskelsnw_it_crewps003  !"#$%&'()*+,-./0123456789:;Wef‹Ž’–—ghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰ŠŒ‘   !"#$%&'( )*+,-./0123456789UTC V3.28:№˜ OДвџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcd(4@LXdp|ˆ” Ј@“€”•   )E =      XJˆ !"#4$4%@&'()*2+A,- . /' 06 1G 2W 3g 4x 5‰ 6• 7І 8Д 9У :в;<<<< <<<<<<<<<<<<<<<<<<<<<<<=p>>Т>ф>Х>)>*>љ>>b>є>і>­>!?Ј@ЌABCABCABCABCABCABCAšBCAšBCAšBCAšBCAšBCAšBCDрE FGш HуIJ @K№ Lь Lћ L M NTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment nightmare_fџџџџ NightmareџџџџПџџџџЏAlso known as "demon horses" and "hell horses," nightmares are creatures from the lower planes. These creatures breathe out a smoking, hot cloud of choking fumes when angered. Nightmarex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeedzep_cre_bskelszep_cre_bskelsnw_it_crewps003  !"#$%&'()*+,-./0123456789:;Wef‹Ž’–—ghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰ŠŒ‘   !"#$%&'( )*+,-./0123456789UTC V3.289ф”д K„œЄ@јџџџџC<=>?@ABCDEFGHIJKLMNOPQRSTUVXYZ[\]^_`abcd $0<HT`lx„œ@€‘   .E B      XJˆ !"#4$4%@&'()*2+A,- . /, 0; 1L 2\ 3l 4} 5Ž 6œ 7Љ 8З 9Ц :е;<<<< <<<<<<<<<<<<<<<<<<<<<<<=p>>Т>ф>Х>)>*>љ>>b>є>і>­>!?Ј@ЌABCABCABCABCABCABCAšBCAšBCAšBCAšBCAšBCAšBCDрE FGш Hц Hѕ HI JTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListSpellSpellFlagsSpellCasterLevelClassListClassClassLevelEquip_ItemListEquippedResPaletteIDCommentnightmare_hostilџџџџ NightmareџџџџПџџџџЏAlso known as "demon horses" and "hell horses," nightmares are creatures from the lower planes. These creatures breathe out a smoking, hot cloud of choking fumes when angered. Nightmarex2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat x2_def_onconv x2_def_spawn x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedzep_cre_bskelszep_cre_bskelsnw_it_crewps003  !"#$%&'()*+,-./0123456789:;Wef‹Ž’“ghijklmnopqrstuvwxyz{|}~€‚ƒ„…†‡ˆ‰ŠŒ   !"#$%&'( )*+,-./012345678NCS V1.0BЂ Mџџџќ %8џџџќ %Sџџџќ %ёУџџџјџџџќџџџјџџџќџџџјџџџќCџџџјџџџќџџџ№*"џџџќџџџќџџџ№*" џџџќџџџќџџџј  $tџџџь'џџџьUse your reins to dismountџџџ№џџџќв%џџџјџџџќџџџјџџџќџџџјџџџјџџџќџџџє*"џџџќџџџќџџџє*" $~џџџ№1џџџєZџџџќ ИџџџјџџџќЗџџџјџџџќџџџј*"џџџќџџџќџџџј*" $жџџџє‰џџџєуџџџјЉ)-Nothing happens.џџџєvџџџјeџџџќџџџќG X2_L_LAST_ITEM_EVENT3џџџјџџџќ џџџќ џџџќX2_L_LAST_RETVAR7џџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќvџџџќMountedџџџј3џџџќ* oCEP_Mount_Cџџџє6* џџџєџџџќ џџџќџџџќ џџџјџџџuџџџєkџџџјџџџќџџџќ*6џџџє™Mountedџџџє џџџќџџџќ џџџјџџў) oCEP_Mount_Cџџџј6 џџџєџџџќ џџџќџџџќ џџџќj њџџџј џџџјџџџќџџџќ  џџџќ­$q #@™š @џџџјџџџќ,=џџџєџџџє    џџџќџџџє oCEP_Mount_Cџџџь6џџџјџџџќџџџќ*^џџџьBД!џџџјџџџќџџџќC4!*џџџќCД!џџџјџџџќџџџЪџџџќC4!*џџџќCД!џџџјџџџќџџџЬ?Г33џџџь‰<џџџш џџџєџџџє џџџд:џџџш џџџєџџџмџџџь џџџЬзџџџјџџџќKџџџф?,(џџџќж џџџш,(3,(Sџџџфп & џџџш,(3,(Jџџџф• & џџџш,(<,(% oCEP_Mount_Cџџџи  & џџџшџџџьџџџь #Uџџџрџџџм‰џџџјџџџќџџџјёџџџќџџџєџџџј џџџќ*"џџџєqџџџјџџџќџџџєUџџџјџџџќџџџќXџџџќ[џџџє "џџџќџџџјY  џџџќџџџјZ  џџџќPџџџјЊ0 џџџќџџџќџџџєЊ1   !џџџќџџџ№WџџџєVџџџјџџџќџџўјnCEP_SPEED_EFFECT_Cџџџ№ џџџјџџџќ џџџќ*",џџџєџџџќ џџџќCEP_EC_џџџєйџџџ№и7џџџєЈџџџь§#џџџ№F##џџџјџџџќџџџєШџџџјџџџќџџџќ*.џџџќџџџьџџџє7џџџќџџџјџџџье plc_invisobj@ѓџџџјџџџќџџџќ*ЎџџџјШѕcДЧџџџјџџџќџџџќqџџџјџџџќџџџєџџџємџџџјџџџшџџџ№>џџџќџџџќџџџьџџџєџџџќџџџјџџџќ џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјUџџџјџџџќџџџќX _џџџќЊџџџ№ !џџџќџџџєWџџџјVџџџјџџџќџџџ’џџџќџџџј џџџќ* ,џџџшџџџќlџџџќџџџќ: ,џџџшџџџќ+џџџќџџџјSџџџјџџџќџџџјџџџќџџџјџџџќџџџјџџџќџџџјџџџќџџџр # џџџјџџџќџџџм #*џџџќ џџџјџџџќџџџи #*џџџќ џџџјџџџќџџџш* Щџџџьџџџќџџџ№џџџќџџџєџџџќџџџр #џџџќџџџфЈџџџи #  џџџьџџџќџџџм #џџџќџџџфFџџџд #  џџџ№џџџќџџџи #џџџќ%џџџр§џџџа #  џџџєџџџќџџџќџџџьџџџь џџџ№ .џџџшџџџаџџџфfџџџќџџџш: јџџџшSџџџшџџџќџџџь* Мџџџьџџџќџџџ№џџџќџџџєџџџќџџџр #џџџќџџџфЈџџџи #  џџџьџџџќџџџм #џџџќџџџфFџџџд #  џџџ№џџџќџџџи #џџџќ%џџџр§џџџа #  џџџєџџџќџџџќџџџьџџџь џџџ№ .џџџьџџџаџџџф€џџџќџџџшTџџџшџџџќџџў5џџџфTџџџфџџџќџџќ(џџџаџџџфџџџќџџџшџџџ№ // Tag-Based Item Script - Reins item for horses //::////////////////////////////////////////////// #include "x2_inc_switches" #include "_horse_ride_inc"    void main() { switch( GetUserDefinedItemEventNumber())    { case X2_ITEM_EVENT_ACQUIRE: { // The reins were just acquired (picked up, purchased, stolen, etc). object oNewOwner = GetModuleItemAcquiredBy(); object oReins = GetModuleItemAcquired(); object oOldOwner = GetModuleItemAcquiredFrom(); int iStackSize = GetModuleItemAcquiredStackSize(); if( !GetIsObjectValid( oNewOwner) || !GetIsObjectValid( oReins) || (iStackSize <= 0)) { SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); return; } FloatingTextStringOnCreature( "Use your reins to dismount", oNewOwner, FALSE); } SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_END); return;   case X2_ITEM_EVENT_UNACQUIRE: { // The reins were just unacquired (dropped, sold, lost, etc). object oOldOwner = GetModuleItemLostBy(); object oReins = GetModuleItemAcquired(); object oNewOwner = GetItemPossessor( oReins); if( !GetIsObjectValid( oOldOwner) || !GetIsObjectValid( oReins)) { SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); return; } // This is where you add modifications done when the reins are lost. } SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_END); return;   case X2_ITEM_EVENT_ACTIVATE: { // The reins were just used. object oRider = GetItemActivator(); object oReins = GetItemActivated(); if( !GetIsObjectValid( oRider) || !GetIsObjectValid( oReins)) { SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); return; } if( GetIsMounted( oRider)) DismountHorse( oRider); else SendMessageToPC( oRider, "Nothing happens."); } SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_END); return;  }  SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE); } UTI V3.28P| …‘dѕџџџџH 7   3 x    ‰O џd TemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedCursedModelPart1PropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDCommentreinsџџџџReinsџџџџAџџџџ1A bridle, reins, and bit used for riding horses. Reins NCS V1.0B nw_c2_herbivoreZџџџќЦ6**АЏ џџџјџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџь7џџџќ"* SteedIDMaxђ7џџџ№rџџџј џџџјџџџќџџџќSteedIDџџџш7џџџќ SteedIDMaxђ7џџџќn-SteedIDџџџ№ џџџќ,џџџќ SteedIDMaxђ7 - SteedIDMaxђ џџџјџџџьџџџєџџџќџџџјџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџђš"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј #include "_horse_ride_inc" void main() { ExecuteScript( "nw_c2_herbivore", OBJECT_SELF); SetSteedID( OBJECT_SELF); // SetSteedOwnedBy( OBJECT_SELF); SetClaimBlocked( OBJECT_SELF); SetMountBlocked( OBJECT_SELF); SetListenPattern( OBJECT_SELF, "**", 1); SetListening( OBJECT_SELF, FALSE); } UTC V3.28!Фg˜LX ѕ $œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   '?‘ ; š Љ   Њ ЎXJˆ    !"# $ % &'()2*2+@,- .В /У 0в 1у 2ѓ 3 4 5% 61 7B 8P 9_ :n;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ EFGсzє?H” IˆJ K™TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment spot_ponyџџџџ Icelandicџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider. SpottedPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX ›ѓ $œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   %?‘ 9 ˜ Ї   Ј ЌXJˆ    !"# $ % &'()2*2+@,- .А /С 0а 1с 2ё 3 4 5# 6/ 7@ 8N 9] :l;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E}FGсzє?H” I†J K—TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDComment spot_pony_fџџџџPintoџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider. SpottedPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX Іў $"œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   ,?‘ @ Ÿ В   Г ЗJˆ  !"#$%&'()2*2+@,- .Л /Ь 0л 1ь 2ќ 3  4 5. 6: 7K 8Y 9h :w;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ EˆFG= @H” I‘J KЂTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentspot_pony_goodџџџџ Appaloosaџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider.GoodSpottedPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28!Фg˜LX Їџ $#œџџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVXYd   -?‘ A   Г   Д ИJˆ  !"#$%&'()2*2+@,- .М /Э 0м 1э 2§ 3  4 5/ 6; 7L 8Z 9i :x;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>b>!?|@€A„B CDŒ E‰FG= @H” I’J KЃTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListEquippedResPaletteIDCommentspot_pony_good_fџџџџKarabairџџџџ[џџџџKPonies are similar to light horses and cannot fight while carrying a rider.GoodSpottedPonyx2_def_heartbeatx2_def_perceptx2_def_spellcastx2_def_attackedx2_def_ondamagex2_def_ondisturbx2_def_endcombat mount_horserideable_on_spaw x2_def_restedx2_def_ondeathx2_def_userdefx2_def_onblockedSpeednw_it_crewpsp002  !"#$%&'()*+,-./0123456789:;WZ[\_cef]^`ab  UTC V3.28ЌehK ‡Ÿ $У ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   )?‘ = œ Џ   А Дˆ   !"#$%&'()2*2+ЋЊЊ>,- .И /Ч 0ж 1х 2є 3 4 5! 6- 7> 8M 9\ :k;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ EzFGр?HI JƒTemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentspot_pony_weakŒ0Bhotiaџџџџ[‹0KPonies are similar to light horses and cannot fight while carrying a rider.WeakSpottedPonynw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a UTC V3.28ЌehK ŠЂ $Ц ”џџџџD<=>?@ABCDEFGHIJKLMNOPQRSTUVX   ,?‘ @ Ÿ В   Г Зˆ   !"#$%&'()2*2+ЋЊЊ>,- .Л /Ъ 0й 1ш 2ї 3 4 5$ 60 7A 8P 9_ :n;<<<<<<<<<<<<<<<<<<<<<<<<<<<=p>!?x@|A€B CDˆ E}FGр?HI J†TemplateResRefRaceFirstNameLastNameAppearance_TypeGenderPhenotypePortraitIdDescriptionTagConversationIsPCFactionIDDisarmableSubraceDeityWingsTailSoundSetFilePlotIsImmortalInterruptableLootableNoPermDeathBodyBagStartingPackageDecayTimeStrDexConIntWisChaWalkRateNaturalACHitPointsCurrentHitPointsMaxHitPointsrefbonuswillbonusfortbonusGoodEvilLawfulChaoticChallengeRatingCRAdjustPerceptionRangeScriptHeartbeatScriptOnNoticeScriptSpellAtScriptAttackedScriptDamagedScriptDisturbedScriptEndRoundScriptDialogueScriptSpawnScriptRestedScriptDeathScriptUserDefineScriptOnBlockedSkillListRankFeatListFeatTemplateListSpecAbilityListClassListClassClassLevelVarTableNameTypeValueEquip_ItemListPaletteIDCommentspot_pony_weak_fŒ0Marwariџџџџ[‹0KPonies are similar to light horses and cannot fight while carrying a rider.WeakSpottedPonynw_c2_default1nw_c2_default2nw_c2_defaultbnw_c2_default5nw_c2_default6nw_c2_default8nw_c2_default3 mount_horserideable_on_spawnw_c2_defaultanw_c2_default7nw_c2_defaultdnw_c2_defaulteSpeed  !"#$%&'()*+,-./0123456789:;WYZ[^bcd\]_`a NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 1); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 2); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 3); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 4); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 5); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 6); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 7); } NCS V1.0B'Б ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџјџџџ№џџџјџџџќџџџќџџџќ џџџјџџ§C"џџџќџџџќџџџєй" џџџќџџџќџџџьџџы" џџџќџџџќџџџшџџшл" Vџџџ№џџџ№џџџ№87,Э,Аџџџє§ is minding your steed#џџџє ". in џџџь§# #. Here is his minding fee.#н @€ џџџ№,0 MindingFeeџџџј3џџџєB џџџ№љ-,к,НNobody is minding your steedџџџє ". in џџџь§# #6. You better go get him quickly before he gets stolen.#н @€ џџџ№џџџ№ џџџјџџњ@"џџџќџџџќџџџєй" џџџќџџџќџџџьџџш" ,џџџьџџџќšџџџќџџџ№„џџџјџџџќMaxMindedPerPCџџџ№3џџџјџџџќџџџьџџџь§",џџџфџџџєџџџќџџџєHorse#џџџє\#џџџь6џџџјџџџќџџџјџџч"Tџџџшџџџ№Horse#џџџ№\#џџџш:џџџє CurMinded#џџџь3 џџџ№ CurMinded#џџџш7CurMindedTotalџџџь3 CurMindedTotalџџџш7џџџфџџѕюџџџфЭOriginalClaimBlockџџџр7џџџфџџѕ%џџџрџџџ№`џџџќџџџќ#џџџќџџџќ  џџў9џџџфџџџєџџџќџџџјџџџє џџџќй"*џџџєџџџќkџџџќџџџєqџџџєs#џџџ№§#(џџџєџџџќ џџџќџџџќ abcdefghijklmnopqrstuvwxyz_џџџјџџџќџџџјџџџќџџџє #Гџџџь?џџџјџџџќџџџ№; џџџь>џџџьџџџќџџџќ=џџџ№B ,џџџјџџџј#џџџєџџџќџџџќџџџEџџџќџџџьџџџєџџџќџџџјџџџќ џџџјџџѕG"џџџќџџџќџџџєй" џџџќџџџќџџџє  ,џџџ№џџџќсџџџќMaxMindedPerPCџџџє3џџџјџџџќџџџьџџ§^ CurMinded#џџџ№3џџџјџџџќџџџќџџџє ,џџџшџџџє8џџџќџџџшџџџєџџџќџџџјџџџј џџџјџџѓз",џџџєџџџќЂџџџќMaxMindedTotalџџџє3џџџјџџџќCurMindedTotalџџџ№3џџџјџџџќџџџќџџџє џџџьџџџєџџџќџџџјџџџќ џџџјџџс8",џџџєџџџќIџџџќ ClaimBlockedџџџј3џџџєџџџќ џџџќџџџќ #include "_horse_ride_inc" void main() { BuySteed( GetPCSpeaker(), 8); } NCS V1.0B'Б  ю џџџќй"џџџќџџџќџџџє  џџџќџџџќџџџє  џџџќџџџќџџџьЃ" ‹ SteedForSaleџџџ№\#џџџь6џџџјџџџќџџџјU"џџџќ%SteedSalePriceџџџь\#џџџш3џџџјџџџќџџџќ џџџќџџџјџџџќInsufficientGoldџџџш џџџєЂџџџј ?InsufficientGoldџџџф7џџџј8,hQLet me borrow your branding iron... There, the horse now has your ownership mark.н џџџь,#џџџ№џџџєМ џџџь,џџџєџџџєI џџџь,џџџє‰ џџџь,џџџєи џџџьџџџф9џџџјџџџќџџџрЭџџџјџџџќџџџќ*џџџќџџџјџџџјџџџќџџџќ*џџџќџџџьџџџјџџџќџџџќ*э,џџџј џџџ№џџџќџџџр "“,p,SYou can find your horse in џџџ№§#.#н A џџџф,.џџџфџџџьџџџфџџџь˜ џџџф,8,џџџфЂ A™š џџџф,0,  <#з  џџџф,8,џџџфЂ <Ѓз  џџџфџџџ№џџџє џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ…џџџќ SteedCostWeakџџџј3"џџџќџџџќ% SteedCostAveџџџє3" џџџќџџџќ& SteedCostGoodџџџє3" џџџќџџџќ(SteedCostUniqueџџџє3" ,џџџєџџџќ~џџџќ RanchNameџџџј5 #,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџќ*"џџџќџџџќџџџјj  џџџќџџџќџџџјй ,џџџєџџџќ Kџџџќ SteedIDMaxђ3џџџјџџџќSteedIDџџџ№3џџџјџџџќџџџј џџџќџџџќџџџј  џџџќџџџќџџџјџџџ№  ,џџџьџџџє aџџџќџџџ№Fџџџјџџџќџџџќ brn_horse #,џџџшџџџ№ џџџќџџџќ wht_horse #,џџџшџџџ№ Оџџџќџџџќ blk_horse #,џџџшџџџ№ {џџџќџџџќbrn_pony #,џџџшџџџ№ 9џџџќџџџќwht_pony #,џџџшџџџ№ їџџџќџџџќ spot_pony #,џџџшџџџ№ Дџџџќџџџќbrn_horse_weak #,џџџшџџџ№ lџџџќџџџќwht_horse_weak #,џџџшџџџ№ $џџџќџџџќblk_horse_weak #,џџџшџџџ№мџџџќџџџќ brn_pony_weak #,џџџшџџџ№•џџџќџџџќ wht_pony_weak #,џџџшџџџ№Nџџџќџџџќspot_pony_weak #,џџџшџџџ№џџџќџџџќbrn_horse_good #,џџџшџџџ№Оџџџќџџџќwht_horse_good #,џџџшџџџ№vџџџќџџџќblk_horse_good #,џџџшџџџ№.џџџќџџџќ brn_pony_good #,џџџшџџџ№чџџџќџџџќ wht_pony_good #,џџџшџџџ№ џџџќџџџќspot_pony_good #,џџџшџџџ№Xџџџќџџџќ aurenthil #,џџџшџџџ№џџџќџџџќ nightmare #,џџџшџџџ№вџџџќџџџќ brn_horse_f #,џџџшџџџ№џџџќџџџќ wht_horse_f #,џџџшџџџ№Hџџџќџџџќ blk_horse_f #,џџџшџџџ№џџџќџџџќ brn_pony_f #,џџџшџџџ№Пџџџќџџџќ wht_pony_f #,џџџшџџџ№{џџџќџџџќ spot_pony_f #,џџџшџџџ№6џџџќџџџќbrn_horse_weak_f #,џџџшџџџ№ьџџџќџџџќwht_horse_weak_f #,џџџшџџџ№Ђџџџќџџџќblk_horse_weak_f #,џџџшџџџ№Xџџџќџџџќbrn_pony_weak_f #,џџџшџџџ№џџџќџџџќwht_pony_weak_f #,џџџшџџџ№Цџџџќџџџќspot_pony_weak_f #,џџџшџџџ№|џџџќџџџќbrn_horse_good_f #,џџџшџџџ№2џџџќџџџќwht_horse_good_f #,џџџшџџџ№шџџџќџџџќblk_horse_good_f #,џџџшџџџ№žџџџќџџџќbrn_pony_good_f #,џџџшџџџ№Uџџџќџџџќwht_pony_good_f #,џџџшџџџ№ џџџќџџџќspot_pony_good_f #,џџџшџџџ№Тџџџќџџџќ aurenthil_f #,џџџшџџџ№}џџџќџџџќ nightmare_f #,џџџшџџџ№8џџџќџџџшџџџ№џџџќџџџєџџџќ џџџјџџѓ"яџџџј*џџџќџџџєj  Ћџџџјй:џџџјsџџџ№§џџџєl^-џџџј*1џџџ№§џџџє,-џџџєџџџј џџџјџџђ "8џџџјџџџј$џџџєџџџј”џџџє џџџјџџёЕ"fџџџј #' BrandOwnerџџџј +-џџџј BrandOwnerџџџє9џџџј џџџјџџё/"fџџџј #' BrandRanchџџџј +-џџџј BrandRanchџџџє9џџџј џџџјџџ№Љ"bџџџј/ ClaimBlockedџџџє7%- ClaimBlockedџџџј џџџј џџџјџџ№'"bџџџј/ MountBlockedџџџє7%- MountBlockedџџџј џџџј џџџјџџэ‘",џџџєџџџќDџџџќPurchaseStablehandџџџє5џџџјџџџќџџџќ #Ыџџџјџџџќџџџ№Шџџџјџџџќџџџќ*sџџџј.џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџ†џџџјџџџ№џџџјџџџќџџџќџџџќ џџџќ*"џџџќџџџќџџџјj  ,џџџєџџџќиџџџќMaxMindedTotalџџџј3 ,џџџєџџџќ…џџџќMaxMindedPerPCџџџј3 ,џџџєџџџќ2џџџќџџџєџџџќ џџџќџџџќ џџџјџџън",џџџєџџџќCџџџќ PurchaseSpotџџџє5џџџјџџџќџџџќ #аџџџјџџџќџџџ№Шџџџјџџџќџџџќ*xџџџќj .џџџќџџџшџџџ№sџџџќ$џџџјџџџјџџџ№Шџџџјџџџќџџџџџџј