Aschbourne_PRC8/_module/nss/shrine_check_ali.nss
GetOffMyYarn 69879d6957 Areas and Fixes
Added CCOH and missing areas
Changed some areas to be craftable,
Fixed some on death issues,
Fixed the Gaurd
2024-08-30 11:38:44 -04:00

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