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