#include "spawner" #include "prc_x2_itemprop" void Regen (object oItem) { itemproperty ipAdd; int oDamage; int nRandom = d20(); if (nRandom==1) oDamage = 2; if (nRandom==2) oDamage = 2; if (nRandom==3) oDamage = 2; if (nRandom==4) oDamage = 2; if (nRandom==5) oDamage = 2; if (nRandom==6) oDamage = 2; if (nRandom==7) oDamage = 2; if (nRandom==8) oDamage = 4; if (nRandom==9) oDamage = 4; if (nRandom==10) oDamage = 4; if (nRandom==11) oDamage = 4; if (nRandom==12) oDamage = 4; if (nRandom==13) oDamage = 4; if (nRandom==14) oDamage = 4; if (nRandom==15) oDamage = 6; if (nRandom==16) oDamage = 6; if (nRandom==17) oDamage = 6; if (nRandom==18) oDamage = 6; if (nRandom==19) oDamage = 8; if (nRandom==20) { oDamage = 10; PCEffect(3.0,VFX_DUR_PROT_EPIC_ARMOR_2, OBJECT_SELF); } ipAdd = ItemPropertyRegeneration(oDamage); IPSafeAddItemProperty(oItem, ipAdd); } void main () { object oTarget; object oItem; int oDamage; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="pearl") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF); PCEffect(1.5,VFX_IMP_HEALING_X, OBJECT_SELF); PCEffect(1.0,VFX_DUR_PIXIEDUST, OBJECT_SELF); PCEffect(3.5,VFX_IMP_PULSE_NATURE, OBJECT_SELF); DelayCommand(1.0, Regen(GetFirstItemInInventory(OBJECT_SELF))); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); }