FakeRestore(object)
Encapsulates removal of bad effects and healing of oTarget.
void FakeRestore( object oTarget );
Parameters
oTarget
Target creature to heal.
Description
Cycles through all effects on oTarget (probably a PC) and removes them if they are “bad”, as well as heals the oPC. This is encapsulated in a function to be able to add this to the action queue.
Remarks
Found in nw_d1_templeheal.nss on line 14.
Note that nw_d1_templeheal is not an include file – you cannot include that file and then call FakeRestore from your script, because nw_d1_templeheal already has a void main() function. You can, however, copy it directly into your own script, or just the nw_d1_templeheal script for healing characters. Below is a transcription of the function:
Version
1.28
Example
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);
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget);
}
See Also
| categories: | Private Functions Functions |
author: Lilac Soul, editor: Charles Feduke, additional contributor(s): Lilac Soul