/*::////////////////////////////////////////////// //:: Spell Name Raise Dead //:: Spell FileName PHS_S_RaiseDead //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Healing) Level: Clr 5 Components: V, S, M, DF Casting Time: 1 minute Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes (harmless) You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised. If the subject is 1st level, it loses all its experience instead. This level/HD loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability damage, poison and disease are cured in the process of raising the subject. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, the spell fails. None of the dead creature’s equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age. Material Component: Diamonds worth a total of least 5,000 gp. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// This is not too easy without the death system in place. The outline will be completed - until the 2 other raising spells (Resurrection, True Ressurection) are completed. Corpses ideas: - Placable corpse created at the time will contain all the players items (bar cursed/plot ones, which are skipped by all death scripts) - Corpse stored in the database each time something is taken (bar the corpse itself, an additional "item", which will basically still store the corpses contents, but allow people to move it). (Note: Above can be turned off of course) - The corpse will be created at an exiting objects location, if they leave with a corpse (stupid gits) - All corpses are removed On Cleint Enter too. - If, On Client Enter, someone comes in and doesn't have a corpse lying around, one will be created at an approprate location. - The player will be ghostly in limbo. No items. No PvP. No traps. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" // Removes randomly prepared spells. void RemoveRandomPreparedSpells(object oTarget); void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_RAISE_DEAD)) return; // Check material components - 5000GP worth of diamonds if(!PHS_ComponentItemGemCheck("Raise Dead", 5000, "Diamond")) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject();// Should be a corpse object/dead creature object oRaise; int bDead = GetIsDead(oTarget); int nRace = GetRacialType(oTarget); int nHD, nNewXP; // Raise effect effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD); effect eRaise = EffectResurrection(); effect eHeal; // Is it an actual dead body? if(GetObjectType(oTarget) == OBJECT_TYPE_CREATURE) { // Check if dead if(bDead == FALSE) { FloatingTextStringOnCreature("*You cannot raise an alive being*", oCaster, FALSE); return; } else if(nRace == RACIAL_TYPE_CONSTRUCT || nRace == RACIAL_TYPE_ELEMENTAL || nRace == RACIAL_TYPE_OUTSIDER || nRace == RACIAL_TYPE_UNDEAD) { // Cannot raise these races FloatingTextStringOnCreature("*You cannot raise this creature*", oCaster, FALSE); return; } else { // Raise oTarget oRaise = oTarget; // Check if they are friendly or not, if not friendly, we cannot // raise them if(GetIsFriend(oCaster, oRaise) || GetFactionEqual(oCaster, oRaise)) { // Level loss them first nHD = PHS_GetCharacterLevel(oRaise); // Corpse system can be off. if(GetIsPC(oRaise)) { // Lose a level // We put them back to exactly the point of the last level. // EG: At level 4, we might be between 6000 and 10000 exp. // We will go instantly down to 3000 XP, the amount // needed to get to level 3. nNewXP = PHS_GetLevelLossXP(nHD); // Set XP SetXP(oRaise, nNewXP); } // Signal spell cast at PHS_SignalSpellCastAt(oRaise, PHS_SPELL_RAISE_DEAD, FALSE); // Raise them PHS_ApplyInstantAndVFX(oRaise, eVis, eRaise); // Remove randomly prepared spells. RemoveRandomPreparedSpells(oTarget); // Heal them if(nHD >= 2) { // Heal them thier HD worth - 1 (because of there being 1 healed // already) eHeal = EffectHeal(nHD - 1); // Apply it PHS_ApplyInstant(oRaise, eHeal); } } else { // Cannot raise FloatingTextStringOnCreature("*Target is not friendly, and thusly is not willing to return to life*", oCaster, FALSE); } } } else //if(GetObjectType(oTarget) == OBJECT_TYPE_PLACABLE) { // Corpse object // Check tag if(GetTag(oTarget) == "CORPSE") { // Get object to raise oRaise = GetLocalObject(oTarget, "TO_RAISE"); // Level loss them first nHD = PHS_GetCharacterLevel(oRaise); // Lose a level // We put them back to exactly the point of the last level. // EG: At level 4, we might be between 6000 and 10000 exp. // We will go instantly down to 3000 XP, the amount // needed to get to level 3. nNewXP = PHS_GetLevelLossXP(nHD); // Set XP SetXP(oRaise, nNewXP); // Signal spell cast at PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RAISE_DEAD, FALSE); // Move them from limbo AssignCommand(oRaise, PHS_ForceMovementToLocation(GetLocation(oTarget), VFX_IMP_RAISE_DEAD, VFX_IMP_RAISE_DEAD)); // Remove randomly prepared spells. RemoveRandomPreparedSpells(oTarget); // Heal them if(nHD >= 2) { // Heal them thier HD worth - 1 (because of there being 1 healed // already) eHeal = EffectHeal(nHD - 1); // Apply it PHS_ApplyInstant(oRaise, eHeal); } } } } // Removes randomly prepared spells. void RemoveRandomPreparedSpells(object oTarget) { // Tell oTarget FloatingTextStringOnCreature("*You feel a drain on your power, possibly some of your prepared spells have depissitated*", oTarget, FALSE); // NOTE ON BARDS/SORCERORS! // This will probably remove all of thier spells - they can have, for example, // 6 spells to cast up to 6 times. This will loop all 6 spells, and if there // are any castings left, will do the 50% chance. This is kinda bad...but // I am tired right now, might change later. int nCnt1, nCnt2; // Loop all spells for(nCnt1 = 0; nCnt1 <= PHS_SPELLS_2DA_MAX_ENTRY; nCnt1++) { for(nCnt2 = GetHasSpell(nCnt1, oTarget); nCnt2 > 0; nCnt2--) { // 50% chance of losing that prepared spell. if(d2() == 1) { DecrementRemainingSpellUses(oTarget, nCnt1); } } } }