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_module/nss/prc_pw_raisedead.nss
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43
_module/nss/prc_pw_raisedead.nss
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////////////////////////////////////////////////////////////////////////////////
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// // //
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// Lootable Corpses: Raise Dead script // VERSION 1.0 //
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// // //
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// Scrotok's Raise Dead/Resurrection Plugin ////////////////////////////
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// by Scrotok on 18 Dec 02 //
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// Thanks to Lord Niah and Bored Bistander for help on the Raise/Res idea //
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// email Questions and Comments to: jnbplatte@intellisys.net //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// //
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// This is an optional plugin for Scrotok's Lootable Corpses. It requires //
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// a script called "_kb_raise_res" (included in the ERF for this plugin), //
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// and the "_kb_corpse_spell" script (part of Scrotok's Lootable Corpses). //
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// It allows corpses to be raised from the dead. Raise Dead won't work if //
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// the corpse has been bashed into bones, or has faded into bones. //
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// //
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// NEWBIES: You don't need to place this script anywhere -- it's already //
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// taken care of for you (this script IS the default Raise Dead script for //
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// Neverwinter Nights). //
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// //
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// This script is only slightly modified from the Bioware default. Changes //
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// to the code are noted below. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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// The following lines have been added to support Scrotok's Lootable Corpses script
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// Fire SpellCastAt event for lootable corpse placeables or bones
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// (Raise Dead won't work for bones, but _kb_raise_res" takes care of that)
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if ((GetTag(oTarget) == "invis_corpse_obj") || (GetTag(oTarget) == "loot_bones_obj"))
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RAISE_DEAD, FALSE));
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}
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}
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