PRC8/nwn/nwnprc/trunk/epicspellscripts/ss_ep_cont_resur.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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//:://////////////////////////////////////////////
//:: FileName: "ss_ep_cont_resur"
/* Purpose: Contingent Resurrection - sets a variable on the target, so that
in the case of their death, they will automatically resurrect.
NOTE: This contingency will last indefinitely, unless it triggers or the
player dispels it in the pre-rest conversation.
*/
//:://////////////////////////////////////////////
//:: Created By: Boneshank
//:: Last Updated On: March 13, 2004
//:://////////////////////////////////////////////
#include "prc_alterations"
#include "inc_epicspells"
// Brings oPC back to life, via the contingency of 'Contingent Resurrection'.
void ContingencyResurrect(object oTarget, int nCount, object oCaster);
void main()
{
object oCaster = OBJECT_SELF;
DeleteLocalInt(oCaster, "X2_L_LAST_SPELLSCHOOL_VAR");
SetLocalInt(oCaster, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_CONJURATION);
if (!X2PreSpellCastCode())
{
DeleteLocalInt(oCaster, "X2_L_LAST_SPELLSCHOOL_VAR");
return;
}
if (GetCanCastSpell(oCaster, SPELL_EPIC_CON_RES))
{
object oTarget = PRCGetSpellTargetObject();
location lTarget = GetLocation(oTarget);
effect eVis = EffectVisualEffect(VFX_FNF_LOS_HOLY_20);
effect eVisFail = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
// If the target is of a race that could be resurrected, go ahead.
int bRaise = FALSE;
int nMyRace = MyPRCGetRacialType(oTarget);
int nRace = GetRacialType(oTarget);
// PRC Shifting Polymorph -caused racial type override. Stored with offset +1 to differentiate value 0 from non-existence
int nShiftingTrueRace = GetPersistantLocalInt(oCaster, "PRC_ShiftingTrue_Race");
if(nShiftingTrueRace)
nMyRace = nShiftingTrueRace - 1;
if(nMyRace == RACIAL_TYPE_UNDEAD || nMyRace == RACIAL_TYPE_CONSTRUCT)
bRaise = FALSE;
else
bRaise = TRUE;
if(bRaise)
{
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lTarget);
PenalizeSpellSlotForCaster(oCaster);
// Start the contingency.
SetLocalInt(oCaster, "nContingentRez", GetLocalInt(oCaster, "nContingentRez") + 1);
ContingencyResurrect(oTarget, 1, oCaster);
}
else
{
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVisFail, lTarget);
SendMessageToPC(oCaster, "Spell failed - Invalid target!");
}
}
DeleteLocalInt(oCaster, "X2_L_LAST_SPELLSCHOOL_VAR");
}
void ContingencyResurrect(object oTarget, int nCount, object oCaster)
{
// If the contingency has been turned off, terminate HB
if(!GetLocalInt(oCaster, "nContingentRez"))
return;
// If the target isn't dead, just toss out a notice that the heartbeat is running
if(!GetIsDead(oTarget))
{
nCount++;
if((nCount % 20) == 0)
FloatingTextStringOnCreature("*Contingency active*", oTarget, FALSE);
}
else // Resurrect the target, and end the contingency.
{
nCount = 0;
effect eRez = EffectResurrection();
effect eHea = EffectHeal(GetMaxHitPoints(oTarget) + 10);
effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD);
// Resurrect the target
FloatingTextStringOnCreature("*Contingency triggered*", oTarget);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget));
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eRez, oTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHea, oTarget);
// Bookkeeping of epic spell slots in contingent use
RestoreSpellSlotForCaster(oCaster);
SetLocalInt(oCaster, "nContingentRez", GetLocalInt(oCaster, "nContingentRez") - 1);
// PW death stuff
ExecuteScript("prc_pw_contress", oTarget);
if(GetPRCSwitch(PRC_PW_DEATH_TRACKING) && GetIsPC(oTarget))
SetPersistantLocalInt(oTarget, "persist_dead", FALSE);
}
DelayCommand(6.0, ContingencyResurrect(oTarget, nCount, oCaster)); //Schedule next heartbeat (it will terminate itself if no longer needed)
}