#include "x4_inc_functions" void main() { object oPC = GetExitingObject(); AssignCommand(oPC, RestoreCameraFacing()); //compare the time of entering the estate with the time of leaving to determine if buffs are applicable int nEnterTime = GetLocalInt(oPC, "TimeEntered"); int nTimeResting = CurrentDateTime() - nEnterTime; effect eBuff; if (nTimeResting >= 2) //2 hours required for buffs { //remove the earlier instance of this buff and reapply it effect eEffect = GetFirstEffect(oPC); while (GetIsEffectValid(eEffect)) { if (GetLocalString(GetEffectCreator(eEffect), "House") != "") RemoveEffect(oPC, eEffect); eEffect = GetNextEffect(oPC); } eBuff = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1); eBuff = EffectLinkEffects(eBuff, EffectTemporaryHitpoints(GetMaxHitPoints(oPC)/10)); eBuff = EffectLinkEffects(eBuff, EffectACIncrease(1)); eBuff = SupernaturalEffect(eBuff); AssignCommand(OBJECT_SELF, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBuff, oPC, 3600.0)); //1 real-time hour buff } }