45 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			45 lines
		
	
	
		
			1.6 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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| //:://////////////////////////////////////////////
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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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| 
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| // DEATH CODE START
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| #include "habd_include"
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| // DEATH CODE END
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| 
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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))
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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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|         // HABD CODE START
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|         HABDApplyPenaltyIfDead(oTarget, SPELL_RESURRECTION);
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|         // HABD CODE END
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|     }
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|     // HABD CODE START
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|     HABDCureRespawnGhost(oTarget, SPELL_RESURRECTION);
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|     // HABD CODE END
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| }
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