//hc_gods_inc //Archaegeo #include "hc_inc" #include "hc_inc_remeff" #include "hc_text_gods" int ress_check(object oPlayer) { if(GetLocalInt(oMod,"GODSYSTEM")) { int nrezpercent=GetLocalInt(oMod,"REZCHANCE")+(GetHitDice(oPlayer)/4); if(GetLocalInt(oPlayer,"LOGINDEATH")) { DeleteLocalInt(oPlayer,"LOGINDEATH"); return 0; } if(GetDeity(oPlayer)=="") { SendMessageToPC(oPlayer, NOGOD); return 0; } else if(Random(100) < (100-nrezpercent)) { if(GetDeity(oPlayer)!="") SendMessageToPC(oPlayer,GODREFUSED); return 0; // If someone dies, move them to limbo and paralyze them there. } SendMessageToPC(oPlayer,GODLISTENED); // Their god was listening!! if(GetLocalInt(oMod,"BLEEDSYSTEM")) SPS(oPlayer, PWS_PLAYER_STATE_ALIVE); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer); if(GetLocalInt(oMod,"LIMBO")) { AssignCommand(oPlayer, DelayCommand(0.2, JumpToLocation( GetPersistentLocation(oMod,"DIED_HERE"+GetName(oPlayer)+GetPCPublicCDKey(oPlayer))))); } // Clean up their player corpse token if one exists if(GetLocalInt(oMod,"LOOTSYSTEM")) { object oPCT=GetLocalObject(oMod,"PlayerCorpse"+GetName(oPlayer)+GetPCPublicCDKey(oPlayer)); if(GetIsObjectValid(oPCT)) DestroyObject(oPCT,3.0); } // At this point they are respawned where they stand. If you want to move them // to safety, you should do so here. RemoveEffects(oPlayer); return 1; } return 0; }