Shargast_PRC8/_module/Chapter 2/nss/nw_all_feedback5.nss
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//::///////////////////////////////////////////////
//:: NW_ALL_FEEDBACK5.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Player transports to last recall-bind position.
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "nw_i0_plot"
int CanAffordIt()
{
string sTag = GetTag(GetModule());
int nCost = 0;
if (sTag == "Chapter1" || sTag =="ENDMODULE1")
{
nCost = 50;
}
else
if (sTag == "Chapter2" || sTag =="ENDMODULE2")
{
nCost = 150;
}
else
if (sTag == "Chapter3" || sTag =="ENDMODULE3")
{
nCost = 400;
}
// * remove the gold from the player
// * I'm having the player remove it from himself
// * but since I'm also destroying it, this will work
if (GetGold(GetPCSpeaker()) >= nCost)
{
TakeGold(nCost, GetPCSpeaker());
return TRUE;
}
return FALSE;
}
void main()
{
CanAffordIt();
location lLoc = GetLocalLocation(GetPCSpeaker(), "NW_L_LOC_RECALL");
// * Portal stores last location to jump to for future players
SetLocalInt(OBJECT_SELF, "NW_L_LOC_EVERUSED", 1);
SetLocalLocation(OBJECT_SELF, "NW_L_LOC_LAST_RECALL", lLoc);
ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_IMP_PULSE_WATER), lLoc);
AssignCommand(GetPCSpeaker(), JumpToLocation(lLoc));
}