//:://///////////////////////////////////////////// //:: FileName quest_rang_b //::////////////////////////////////////////////// //::////////////////////////////////////////////// //:: Created By: Script Wizard //:: Created On: 2003-10-01 6:10:27 PM //::////////////////////////////////////////////// #include "nw_i0_tool" #include "prc_inc_spells" int StartingConditional() { object oPC = GetPCSpeaker(); int iWarrior = GetLevelByClass(CLASS_TYPE_FIGHTER, oPC) + GetLevelByClass(CLASS_TYPE_CW_SAMURAI, oPC) + GetLevelByClass(CLASS_TYPE_KNIGHT, oPC) + GetLevelByClass(CLASS_TYPE_MARSHAL, oPC) + GetLevelByClass(CLASS_TYPE_SAMURAI, oPC) + GetLevelByClass(CLASS_TYPE_SOULKNIFE, oPC) + GetLevelByClass(CLASS_TYPE_SCOUT, oPC) + GetLevelByClass(CLASS_TYPE_INCARNATE, oPC) + GetLevelByClass(CLASS_TYPE_HEXBLADE, oPC) + GetLevelByClass(CLASS_TYPE_DUSKBLADE, oPC) + GetLevelByClass(CLASS_TYPE_PSYWAR, oPC) + GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC) + GetLevelByClass(CLASS_TYPE_WARBLADE, oPC); // Restrict based on the player's class int iPassed = 0; if(iWarrior >= 1) iPassed = 1; if(iPassed == 0) return FALSE; // Make sure the PC speaker has these items in their inventory if(!HasItem(GetPCSpeaker(), "RHUN_FIGHQS1")) return FALSE; if((!HasItem(GetPCSpeaker(), "RHUN_RECALL_3")) == FALSE) return FALSE; return TRUE; }