//:://///////////////////////////////////////////// //:: FileName altar_evil //::////////////////////////////////////////////// //::////////////////////////////////////////////// //:: Created By: Script Wizard //:: Created On: 01/01/2004 20:57:32 //::////////////////////////////////////////////// int StartingConditional() { // Restrict based on the player's alignment // to make evil characters move alignment // uncomment out the next two lines if(GetAlignmentGoodEvil(GetPCSpeaker()) != ALIGNMENT_EVIL) return FALSE; // in this example the above is already uncommented out // because the example is a shrine to a Good God // to make good characters move alignment // uncomment out the next two lines //if(GetAlignmentGoodEvil(GetPCSpeaker()) != ALIGNMENT_GOOD) // return FALSE; // to make chaotic characters move alignment // uncomment out the next two lines //if(GetAlignmentLawChaos(GetPCSpeaker()) != ALIGNMENT_CHAOTIC) // return FALSE; // to make lawful characters move alignment // uncomment out the next two lines //if(GetAlignmentLawChoas(GetPCSpeaker()) != ALIGNMENT_LAWFUL) // return FALSE; // this script should be viewed in tandom with Shrine_Alt_Alig // to make sure there effects balance..ie if you are checking // for evil characters in this script you will want to move // those evil characters towards good in the other script // eg to reflect the pull on their concience from praying // at an opposining aligned shrine // note by doing it this way, the best a character can get // through praying alone is back to neutral...no amount of // praying should allow someone who has just slaughtered // a village of commoners to become good again!!!! return TRUE; }