//////////////////////////////////////////////////////////////////////////////// // // // // Lootable Corpses: Resurrection 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 (or bones) to be resurrected from the dead. // // // // NEWBIES: You don't need to place this script anywhere -- it's already // // taken care of for you (this script IS the default Resurrection script for // // Neverwinter Nights). // // // // This script is only slightly modified from the Bioware default. Changes // // to the code are noted below. // // // //////////////////////////////////////////////////////////////////////////////// //:://///////////////////////////////////////////// //:: [Ressurection] //:: [NW_S0_Ressurec.nss] //:: Copyright (c) 2000 Bioware Corp. //::////////////////////////////////////////////// //:: Brings a character back to life with full //:: health. //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 31, 2001 //::////////////////////////////////////////////// //:: Last Updated By: Preston Watamaniuk, On: April 11, 2001 //:: VFX Pass By: Preston W, On: June 22, 2001 #include "prc_inc_spells" void main() { //Get the spell target object oTarget = PRCGetSpellTargetObject(); // The following lines have been added to support Scrotok's Lootable Corpses script // Fire SpellCastAt event for lootable corpse placeables or bones if ((GetTag(oTarget) == "invis_corpse_obj") || (GetTag(oTarget) == "loot_bones_obj")) { SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RESURRECTION, FALSE)); } }