//:://///////////////////////////////////////////// //:: Tailoring - Buy Cost Weapon //:: tlr_buycostweap.nss //::////////////////////////////////////////////// /* Sets the cost to buy the weapon on the model. */ //::////////////////////////////////////////////// //:: Created By: Stacy L. Ropella //:: from Mandragon's mil_tailor //::////////////////////////////////////////////// int StartingConditional() { int BaseCost = 0; //-- change to raise prices float BaseMultiplyer = 2.0; //-- milamber's default object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF); //Remove all item properties itemproperty ipProperty = GetFirstItemProperty(oItem); while(GetIsItemPropertyValid(ipProperty)) { RemoveItemProperty(oItem, ipProperty); ipProperty = GetNextItemProperty(oItem); } int iModifier=GetLocalInt(OBJECT_SELF, "Weapon_Mod_Buy"); int iValue=GetLocalInt(OBJECT_SELF, "Weapon_Value_Buy"); int iCost = BaseCost + FloatToInt((IntToFloat(GetGoldPieceValue(oItem)) * BaseMultiplyer)); switch (iModifier) { case 0: //Variable-set price modifying is OFF iCost = BaseCost + FloatToInt((IntToFloat(GetGoldPieceValue(oItem)) * BaseMultiplyer)); 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 + FloatToInt((IntToFloat(GetGoldPieceValue(oItem)) * BaseMultiplyer)); break; case 5: //Variable "Value" will be used to SET the price iCost = iValue; break; } //--bloodsong adding in customizable custon names string sName = GetLocalString(OBJECT_SELF, "CUSTOMNAME"); if (sName == "") { sName = GetName(oItem); } string sOut = "Cost: " + IntToString(iCost) + " gold.\n"; sOut += "This item will be named "+sName+"."; SetCustomToken(9878, sOut); //-- this is called to check if the pc has the money to buy SetLocalInt(OBJECT_SELF, "CURRENTPRICE", iCost); return TRUE; }