How to make the templeheal script also restore spells?
Dark_Ansem
Member Posts: 992
So, here's the templeheal default script
I admit I'm stumped: I have no idea how to make it also restore spells. Any ideas?
//::///////////////////////////////////////////////
//:: Temple Cast Heal
//:: NW_D1_TEMPLEHEAL.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Fakes the effects of a greater restorations spell on the PC and
any associates.
*/
//:://////////////////////////////////////////////
//:: Created By: Aidan
//:: Created On: May29,2002
//:://////////////////////////////////////////////
void FakeRestore(object oTarget);
void main()
{
object oPC = GetPCSpeaker();
object oHenchman = GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oPC,1);
object oHenchman2 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oPC,2);
object oHenchman3 = GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oPC,3);
object oAnimal = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION,oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR,oPC);
object oDominated = GetAssociate(ASSOCIATE_TYPE_DOMINATED,oPC);
object oSummoned = GetAssociate(ASSOCIATE_TYPE_SUMMONED,oPC);
ActionPauseConversation();
ActionCastFakeSpellAtObject(SPELL_GREATER_RESTORATION, OBJECT_SELF);
ActionDoCommand(FakeRestore(oPC));
if(GetIsObjectValid(oHenchman))
{
ActionDoCommand(FakeRestore(oHenchman));
// checks to see if they have any cure crital wound potions; if not, creates it on them.
if (!GetIsObjectValid(GetItemPossessedBy(oHenchman,"NW_IT_MPOTION003")))
{
CreateItemOnObject("NW_IT_MPOTION003",oHenchman,3);
}
}
if(GetIsObjectValid(oHenchman2))
{
ActionDoCommand(FakeRestore(oHenchman2));
// checks to see if they have any cure crital wound potions; if not, creates it on them.
if (!GetIsObjectValid(GetItemPossessedBy(oHenchman2,"NW_IT_MPOTION003")))
{
CreateItemOnObject("NW_IT_MPOTION003",oHenchman2,3);
}
}
if(GetIsObjectValid(oHenchman3))
{
ActionDoCommand(FakeRestore(oHenchman3));
// checks to see if they have any cure crital wound potions; if not, creates it on them.
if (!GetIsObjectValid(GetItemPossessedBy(oHenchman3,"NW_IT_MPOTION003")))
{
CreateItemOnObject("NW_IT_MPOTION003",oHenchman3,3);
}
}
if(GetIsObjectValid(oAnimal))
{
ActionDoCommand(FakeRestore(oAnimal));
}
if(GetIsObjectValid(oFamiliar))
{
ActionDoCommand(FakeRestore(oFamiliar));
}
if(GetIsObjectValid(oDominated))
{
ActionDoCommand(FakeRestore(oDominated));
}
if(GetIsObjectValid(oSummoned))
{
ActionDoCommand(FakeRestore(oSummoned));
}
ActionResumeConversation();
}
void FakeRestore(object oTarget)
{
effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION_GREATER);
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_CURSE ||
GetEffectType(eBad) == EFFECT_TYPE_DISEASE ||
GetEffectType(eBad) == EFFECT_TYPE_POISON ||
GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
{
//Remove effect if it is negative.
RemoveEffect(oTarget, eBad);
}
eBad = GetNextEffect(oTarget);
}
if(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
{
//Apply the VFX impact and effects
int nHeal = GetMaxHitPoints(oTarget) - GetCurrentHitPoints(oTarget);
effect eHeal = EffectHeal(nHeal);
// if (nHeal > 0)
// ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
// Mar 2, 2004: Always heal at least one hp. Otherwise, if you have the wounding effect
// but are at max hp (because of regeneration or whatever), the wounding will not
// be removed.
if(nHeal<1) nHeal=1;
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget);
}
I admit I'm stumped: I have no idea how to make it also restore spells. Any ideas?
Post edited by Dark_Ansem on
0
Comments
... ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); } ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget); ForceRest(oTarget); }