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