//:://///////////////////////////////////////////// //:: Tailoring - Buy Cost //:: tlr_buycost.nss //:: Copyright (c) 2003 Jake E. Fitch //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: Jake E. Fitch (Milambus Mandragon) //:: Created On: March 8, 2004 //-- bloodsong base cost and xer for adjusting price ranges //::////////////////////////////////////////////// int StartingConditional() { int BaseCost = 0; //-- change to raise prices float BaseMultiplyer = 0.05; //-- milamber's default object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF); int iCost = BaseCost + FloatToInt((IntToFloat(GetGoldPieceValue(oItem)) * BaseMultiplyer)); int iAC = GetItemACValue(oItem); string sOut = "Cost: " + IntToString(iCost) + " gold.\n"; sOut += "AC: " + IntToString(iAC) + "\n"; sOut += "(Note: Armor feats my be required to wear this.)\n"; sOut += "\nDo you wish to continue with the purchase?"; SetCustomToken(9876, sOut); //-- this is called to check if the pc has the money to buy SetLocalInt(OBJECT_SELF, "CURRENTPRICE", iCost); return TRUE; }