//:://///////////////////////////////////////////// //:: Name corp_ressurect //:: FileName //:: //::////////////////////////////////////////////// /* Created from NW_S0_Ressurec by Bioware, this script ressurects the creature associated with the corpse placeable. */ //::////////////////////////////////////////////// //:: Created By: Alexandre Brunel //:: Created On: 21/04/2003 //::////////////////////////////////////////////// #include "corpse_lib" void main() { //Get the spell target object oTarget = GetLocalObject(OBJECT_SELF,CorpseCreatureCorpse);//GetSpellTargetObject(); //Check to make sure the target is dead first if (GetIsDead(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(GetLocalObject(OBJECT_SELF,CorpseSpellCaster), SPELL_RESURRECTION, 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)); } else { WriteTimestampedLogEntry("Target is not dead"); } }