Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
77 lines
2.3 KiB
Plaintext
77 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Appraise Magic Value
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//::
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/*
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Roll an appraise check to determine the value of an item
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: April 26, 2008
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//:://////////////////////////////////////////////
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#include "prc_inc_nwscript"
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int AppraiseItem(object item)
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{
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int gp = GetGoldPieceValue(item);
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int nAppraise;
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if (gp<10) nAppraise = 0;
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if (gp==10) nAppraise = 1;
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if (gp>11) nAppraise = 2;
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if (gp>50) nAppraise = 3;
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if (gp>101) nAppraise = 4;
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if (gp>151) nAppraise = 5;
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if (gp>201) nAppraise = 6;
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if (gp>301) nAppraise = 7;
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if (gp>401) nAppraise = 8;
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if (gp>501) nAppraise = 9;
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if (gp>1001) nAppraise = 10;
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if (gp>2501) nAppraise = 11;
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if (gp>3751) nAppraise = 12;
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if (gp>4801) nAppraise = 13;
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if (gp>6501) nAppraise = 14;
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if (gp>9501) nAppraise = 15;
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if (gp>13001) nAppraise = 16;
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if (gp>17001) nAppraise = 17;
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if (gp>20001) nAppraise = 18;
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if (gp>30001) nAppraise = 19;
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if (gp>40001) nAppraise = 20;
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if (gp>50001) nAppraise = 21;
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if (gp>60001) nAppraise = 22;
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if (gp>80001) nAppraise = 23;
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if (gp>100001) nAppraise = 24;
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if (gp>150001) nAppraise = 25;
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if (gp>200001) nAppraise = 26;
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if (gp>250001) nAppraise = 27;
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if (gp>300001) nAppraise = 28;
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if (gp>350001) nAppraise = 29;
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if (gp>400001) nAppraise = 30;
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if (gp>500001)
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{
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gp = gp - 500000;
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gp = gp / 100000;
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nAppraise = gp + 31;
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}
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return nAppraise;
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}
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void main()
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{
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object oItem = PRCGetSpellTargetObject();
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effect eVis;
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int nDC = AppraiseItem(oItem);
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int nSkill = GetIsSkillSuccessful(OBJECT_SELF, SKILL_APPRAISE, nDC + 10);
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if (nSkill && GetIdentified(oItem))
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{
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eVis = EffectVisualEffect(VFX_IMP_MAGICAL_VISION);
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FloatingTextStringOnCreature("The value of " + GetName(oItem) + " is " + IntToString(GetGoldPieceValue(oItem)), OBJECT_SELF, FALSE);
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}
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else
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{
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eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M);
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
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} |