#include "nw_i0_plot" //#include "nw_i0_tool" void RemoveBadEffects(object oDead); void main() { object oPC; int iLevel; int iGold; int iPCGold; oPC = GetPCSpeaker(); iLevel = GetLocalInt(GetArea(OBJECT_SELF),"MinimumLevel"); if (iLevel == 0) iGold = 100; else if (iLevel < 11) iGold = 250; else if (iLevel < 21) iGold = 500; else if (iLevel < 31) iGold = 750; else iGold = 1000; iPCGold = GetGold(oPC); if (iPCGold >= iGold) { TakeGold(iGold,oPC); DelayCommand(1.0,AssignCommand(OBJECT_SELF,ActionCastFakeSpellAtObject(SPELL_HEAL,oPC))); DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPC)); DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPC)), oPC)); DelayCommand(3.0,RemoveBadEffects(oPC)); } else { SpeakString("I need a donation of " + IntToString(iGold) + " before I can heal you."); } } void RemoveBadEffects(object oDead) { //Declare major variables object oTarget = oDead; effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION); int bValid; effect eBad = GetFirstEffect(oTarget); //Search for negative effects while(GetIsEffectValid(eBad)) { if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS || GetEffectType(eBad) == EFFECT_TYPE_DEAF || GetEffectType(eBad) == EFFECT_TYPE_PARALYZE || GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL || GetEffectType(eBad) == EFFECT_TYPE_FRIGHTENED || GetEffectType(eBad) == EFFECT_TYPE_DAZED || GetEffectType(eBad) == EFFECT_TYPE_CONFUSED || GetEffectType(eBad) == EFFECT_TYPE_POISON || GetEffectType(eBad) == EFFECT_TYPE_CURSE || GetEffectType(eBad) == EFFECT_TYPE_DISEASE ) { //Remove effect if it is negative. RemoveEffect(oTarget, eBad); } eBad = GetNextEffect(oTarget); } //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget); // * May 2002: Removed this because ActionRest is no longer an instant. // * rest the player //AssignCommand(oDead, ActionRest()); }