GetHenchman(object, int)
Determines the henchman of a PC.
object GetHenchman( object oMaster = OBJECT_SELF, int nInt = 1 );
Parameters
oMaster
Target PC whose henchman is sought. (Default: OBJECT_SELF)
nInt
Which henchman to return (Default: 1)
Description
Returns the henchman belonging to oMaster, and OBJECT_INVALID if oMaster does not have a henchman.
Remarks
Since Hordes of the Underdark, PCs can have more than one henchman. Use the nInt parameter to determine which henchman to get.
Version
1.61
Example
//Returns the number of henchmen oPC has employed //Returns -1 if oPC isn't a valid PC int GetNumHenchmen(object oPC) { if (!GetIsPC(oPC)) return -1; int nLoop, nCount; for (nLoop=1; nLoop<=GetMaxHenchmen(); nLoop++) { if (GetIsObjectValid(GetHenchman(oPC, nLoop))) nCount++; } return nCount; }
See Also
functions: | GetAssociate | GetAssociateState | GetFamiliarName | GetMaxHenchmen | RemoveHenchman | ResetHenchmenState | SetAssociateState | SetFormerMaster | SetMaxHenchmen |
categories: | Henchmen/Familiars/Summoned Functions |
author: Charles Feduke, editor: Lilac Soul, additional contributor(s): Lilac Soul