//:://///////////////////////////////////////////// //:: Tailoring - Copy Cost Weapon //:: tlr_copycostweap.nss //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: Stacy L. Ropella //:: from Mandragon's mil_tailor //::////////////////////////////////////////////// int StartingConditional() { object oPC = GetPCSpeaker(); int BaseCost = 0; //-- change this to raise your base prices. float BaseDivider = 0.2; //-- mil default object oNPCItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF); object oPCItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); int iModifier=GetLocalInt(OBJECT_SELF, "Weapon_Mod_Copy"); int iValue=GetLocalInt(OBJECT_SELF, "Weapon_Value_Copy"); int iCost = BaseCost + GetGoldPieceValue(oNPCItem) + FloatToInt(IntToFloat(GetGoldPieceValue(oPCItem)) * BaseDivider); switch (iModifier) { case 0: //Variable-set price modifying is OFF iCost = BaseCost + GetGoldPieceValue(oNPCItem) + FloatToInt(IntToFloat(GetGoldPieceValue(oPCItem)) * BaseDivider); break; case 1: //Variable "Value" will be used to ADD to the price iCost = iCost+iValue; break; case 2: //Variable "Value" will be used to SUBTRACT from the price iCost = iCost-iValue; break; case 3: //Variable "Value" will be used to MULTIPLY by the price iCost = iCost*iValue; break; case 4: //Variable "Value" will be used to DIVIDE by the price if (iValue!=0) iCost = iCost/iValue; else iCost = BaseCost + GetGoldPieceValue(oNPCItem) + FloatToInt(IntToFloat(GetGoldPieceValue(oPCItem)) * BaseDivider); break; case 5: //Variable "Value" will be used to SET the price iCost = iValue; break; } string sOut = "Cost: " + IntToString(iCost) + " gold.\n"; SetCustomToken(9878, sOut); //-- this is called to check if the pc has the money to buy SetLocalInt(OBJECT_SELF, "CURRENTPRICE", iCost); return TRUE; }