/*::////////////////////////////////////////////// //:: Spell Name Resurrection //:: Spell FileName PHS_S_Resurrecti //::////////////////////////////////////////////// //:: In Game Spell desctiption //::////////////////////////////////////////////// Conjuration (Healing) Level: Clr 7 Components: V, S, M, DF Casting Time: 10 minutes Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes (harmless) This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.). Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or all experience if the subject was 1st level. This level loss cannot be repaired by any means. You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected. Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp. //::////////////////////////////////////////////// //:: Spell Effects Applied / Notes //::////////////////////////////////////////////// This is not too easy without the death system in place. The outline will be completed - until the 2 other raising spells (Resurrection, True Ressurection) are completed. Corpses ideas: - Placable corpse created at the time will contain all the players items (bar cursed/plot ones, which are skipped by all death scripts) - Corpse stored in the database each time something is taken (bar the corpse itself, an additional "item", which will basically still store the corpses contents, but allow people to move it). (Note: Above can be turned off of course) - The corpse will be created at an exiting objects location, if they leave with a corpse (stupid gits) - All corpses are removed On Cleint Enter too. - If, On Client Enter, someone comes in and doesn't have a corpse lying around, one will be created at an approprate location. - The player will be ghostly in limbo. No items. No PvP. No traps. //::////////////////////////////////////////////// //:: Created By: Jasperre //::////////////////////////////////////////////*/ #include "PHS_INC_SPELLS" void main() { // Spell Hook Check. if(!PHS_SpellHookCheck(PHS_SPELL_RESSURECTION)) return; // Check material components - 10000GP worth of diamonds if(!PHS_ComponentItemGemCheck("Ressurection", 10000, "Diamond")) return; // Declare Major Variables object oCaster = OBJECT_SELF; object oTarget = GetSpellTargetObject();// Should be a corpse object/dead creature object oRaise; int bDead = GetIsDead(oTarget); int nRace = GetRacialType(oTarget); int nHD, nNewXP; // Raise effect effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD); effect eRaise = EffectResurrection(); effect eHeal; // Is it an actual dead body? if(GetObjectType(oTarget) == OBJECT_TYPE_CREATURE) { // Check if dead if(bDead == FALSE) { FloatingTextStringOnCreature("*You cannot raise an alive being*", oCaster, FALSE); return; } else if(nRace == RACIAL_TYPE_CONSTRUCT || nRace == RACIAL_TYPE_ELEMENTAL || nRace == RACIAL_TYPE_OUTSIDER || nRace == RACIAL_TYPE_UNDEAD) { // Cannot raise these races FloatingTextStringOnCreature("*You cannot raise this creature*", oCaster, FALSE); return; } else { // Raise oTarget oRaise = oTarget; // Check if they are friendly or not, if not friendly, we cannot // raise them if(GetIsFriend(oCaster, oRaise) || GetFactionEqual(oCaster, oRaise)) { // Level loss them first nHD = PHS_GetCharacterLevel(oRaise); // Corpse system can be off. if(GetIsPC(oRaise)) { // Lose a level // We put them back to exactly the point of the last level. // EG: At level 4, we might be between 6000 and 10000 exp. // We will go instantly down to 3000 XP, the amount // needed to get to level 3. nNewXP = PHS_GetLevelLossXP(nHD); // Set XP SetXP(oRaise, nNewXP); } // Signal spell cast at PHS_SignalSpellCastAt(oRaise, PHS_SPELL_RESSURECTION, FALSE); // Raise them PHS_ApplyInstantAndVFX(oRaise, eVis, eRaise); // Heal them if(nHD >= 2) { // Heal them thier HP worth eHeal = EffectHeal(GetMaxHitPoints(oTarget)); // Apply it PHS_ApplyInstant(oRaise, eHeal); } } else { // Cannot raise FloatingTextStringOnCreature("*Target is not friendly, and thusly is not willing to return to life*", oCaster, FALSE); } } } else //if(GetObjectType(oTarget) == OBJECT_TYPE_PLACABLE) { // Corpse object // Check tag if(GetTag(oTarget) == "CORPSE") { // Get object to raise oRaise = GetLocalObject(oTarget, "TO_RAISE"); // Level loss them first nHD = PHS_GetCharacterLevel(oRaise); // Lose a level // We put them back to exactly the point of the last level. // EG: At level 4, we might be between 6000 and 10000 exp. // We will go instantly down to 3000 XP, the amount // needed to get to level 3. nNewXP = PHS_GetLevelLossXP(nHD); // Set XP SetXP(oRaise, nNewXP); // Signal spell cast at PHS_SignalSpellCastAt(oTarget, PHS_SPELL_RESSURECTION, FALSE); // Move them from limbo AssignCommand(oRaise, PHS_ForceMovementToLocation(GetLocation(oTarget), VFX_IMP_RAISE_DEAD, VFX_IMP_RAISE_DEAD)); // Heal them if(nHD >= 2) { // Heal them all thier HP worth eHeal = EffectHeal(GetMaxHitPoints(oTarget)); // Apply it PHS_ApplyInstant(oRaise, eHeal); } } } }