// * transport player back to place where you died #include "x0_i0_campaign" void main() { object oSelf = OBJECT_SELF; effect eVis = EffectVisualEffect(VFX_IMP_UNSUMMON); DelayCommand(5.0, ApplyEffectAtLocation(DURATION_TYPE_PERMANENT, eVis, GetLocalLocation(GetPCSpeaker(),"NW_L_I_DIED_HERE"))); SetLocalInt(GetPCSpeaker(), "NW_L_I_DIED", 0); object oPC = GetPCSpeaker(); ActionCastFakeSpellAtObject(SPELL_MORDENKAINENS_DISJUNCTION, oPC); AssignCommand(OBJECT_SELF ,ActionCastFakeSpellAtObject(SPELL_HOLY_AURA, oPC, PROJECTILE_PATH_TYPE_DEFAULT)); AssignCommand(GetPCSpeaker(), DelayCommand(5.0, JumpToLocation(GetLocalLocation(oPC,"NW_L_I_DIED_HERE")))); SetCampaignDBInt(oPC, "PLAYERHASDIED", FALSE); }