EN4_PRC8/_module/nss/rd_evilheal.nss

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#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 = GetHitDice(oPC);
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());
}