@@ -94,6 +94,8 @@ procedure Node014;
94
94
Needs to be saved, make it a map variable (MVAR_) */
95
95
96
96
import variable i_table_swap;
97
+ import variable i_gun_table_1;
98
+ import variable i_gun_table_2;
97
99
import variable i_gun_merchant;
98
100
99
101
@@ -126,16 +128,15 @@ procedure map_enter_p_proc begin
126
128
if (not is_loading_game) then begin
127
129
if (game_time > local_var(LVAR_Restock_Money)) then begin
128
130
if (self_caps < 5000) then
129
- item_caps_adjust(i_table_swap, Random(2000, 5000)); //edit by killap (expansion) - was self_obj
131
+ item_caps_adjust(i_table_swap, Random(2000, 5000)); //edit by killap - was self_obj
130
132
set_local_var(LVAR_Restock_Money, game_time + (ONE_GAME_WEEK * Random(1, 3)));
131
133
end
132
134
end
133
135
134
- i_gun_merchant := self_obj; //added by killap (expansion)
135
-
136
+ i_gun_merchant := self_obj; //added by killap
136
137
end
137
138
138
- //added by killap (expansion)
139
+ //added by killap
139
140
procedure map_update_p_proc begin
140
141
if (i_gun_merchant <= 0) then
141
142
i_gun_merchant := self_obj;
184
185
written by designers are placed in here. Additionally, Reactions are generated and
185
186
stored which affects player interactions. */
186
187
procedure talk_p_proc begin
188
+ variable obj, caps;
189
+
187
190
Evil_Critter:=0;
188
191
Slavery_Tolerant:=SLAVE_TOLERANT;
189
192
Karma_Perception:=KARMA_PERCEPTION1;
@@ -192,14 +195,23 @@ procedure talk_p_proc begin
192
195
193
196
GetReaction;
194
197
195
- //set_local_var(LVAR_Money, self_caps); -comment out by killap (expansion)
196
- //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap (expansion)
198
+ //set_local_var(LVAR_Money, self_caps); -comment out by killap
199
+ //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap
197
200
198
201
move_obj_inven_to_obj(self_obj, swap_obj);
199
202
move_obj_inven_to_obj(i_table_swap, self_obj);
200
203
201
- //self_caps_adjust(local_var(LVAR_Money)); -comment out by killap (expansion)
202
- //set_local_var(LVAR_Money, 0); -comment out by killap (expansion)
204
+ if (i_table_swap == i_gun_table_1) then begin
205
+ obj := i_gun_table_2;
206
+ end else begin
207
+ obj := i_gun_table_1;
208
+ end
209
+ caps := item_caps_total(obj);
210
+ self_caps_adjust(caps);
211
+ item_caps_adjust(obj, -caps);
212
+
213
+ //self_caps_adjust(local_var(LVAR_Money)); -comment out by killap
214
+ //set_local_var(LVAR_Money, 0); -comment out by killap
203
215
204
216
if (san_fran_flag(SF_SHI_ENEMY)) then begin
205
217
start_gdialog(NAME,self_obj,4,-1,-1);
@@ -229,8 +241,8 @@ procedure talk_p_proc begin
229
241
end_dialogue;
230
242
end
231
243
232
- //set_local_var(LVAR_Money, self_caps); -comment out by killap (expansion)
233
- //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap (expansion)
244
+ //set_local_var(LVAR_Money, self_caps); -comment out by killap
245
+ //self_caps_adjust(-local_var(LVAR_Money)); -comment out by killap
234
246
235
247
move_obj_inven_to_obj(self_obj, i_table_swap);
236
248
move_obj_inven_to_obj(swap_obj, self_obj);
@@ -241,8 +253,8 @@ procedure talk_p_proc begin
241
253
gSay_End;
242
254
end_dialogue;
243
255
end*/
244
- //item_caps_adjust(self_obj, local_var(LVAR_Money)); -comment out by killap (expansion)
245
- //set_local_var(LVAR_Money, 0); -comment out by killap (expansion)
256
+ //self_caps_adjust( local_var(LVAR_Money)); -comment out by killap
257
+ //set_local_var(LVAR_Money, 0); -comment out by killap
246
258
end
247
259
248
260
/* This procedure gets called only on the death of this NPC. Special things like
0 commit comments