#include "nw_i0_plot" int StartingConditional() { object oPC = GetPCSpeaker(); int nLevel = GetHitDice(oPC); string sMinorItem; string sMajorItem; int nMinorGold; int nMinorXP; int nMajorGold; int nMajorXP; int nMinorNum; int nMajorNum; int nGold; int nXP; object oItem; if (nLevel <= 3) { sMinorItem = "anc_it_slimeball"; sMajorItem = "anc_it_cubeskull"; nMinorGold = 75; nMajorGold = 200; nMinorXP = 50; nMajorXP = 100; } else //if (nLevel <= 7) { sMinorItem = "anc_it_colhidew"; sMajorItem = "anc_it_colhideb"; nMinorGold = 100; nMajorGold = 250; nMinorXP = 125; nMajorXP = 250; } //get numbers of items nMinorNum = GetNumItems(oPC, sMinorItem); nMajorNum = GetNumItems(oPC, sMajorItem); //get gold and XP the PC will receive nGold = nMinorGold * nMinorNum + nMajorGold * nMajorNum; nXP = nMinorXP * nMinorNum + nMajorXP * nMajorNum; //the rule of thumb: about 20 minor items + 10 major items are required to advance from a level in the middle of the level range (here: lvl 2) //destroy items oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { if (GetTag(oItem) == sMinorItem || GetTag(oItem) == sMajorItem ) DestroyObject(oItem); oItem = GetNextItemInInventory(oPC); } //give gold and XP GiveGoldToCreature(oPC, nGold); GiveXPToCreature(oPC, nXP); return TRUE; }