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