//:://///////////////////////////////////////////// //:: [Ressurection] //:: [NW_S0_Ressurec.nss] //:: Copyright (c) 2000 Bioware Corp. //::////////////////////////////////////////////// //:: Brings a character back to life with full //:: health. //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 31, 2001 //:: Modified 69MEH69 July2003 //::////////////////////////////////////////////// //:: Last Updated By: Preston Watamaniuk, On: April 11, 2001 //:: VFX Pass By: Preston W, On: June 22, 2001 #include "69_hench_lib" void main() { //Get the spell target object oTarget = GetSpellTargetObject(); //Check to make sure the target is dead first //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RESURRECTION, FALSE)); if (GetIsDead(oTarget) && GetIsHenchmanDying(oTarget) == FALSE) { //Declare major variables int nHealed = GetMaxHitPoints(oTarget); effect eRaise = EffectResurrection(); effect eHeal = EffectHeal(nHealed + 10); effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD); //Apply the heal, raise dead and VFX impact effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eRaise, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget)); if(GetDidDie(oTarget)) //Added for henchman { PostRespawnCleanup69(oTarget); } } }