WoR_PRC8/_removed/nw_s0_resserec.nss
Jaysyn904 b5e28e52f4 Initial commit
Initial commit [1.18]
2025-04-03 11:49:34 -04:00

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//
//:: Changed script so that spell restoration does not remove subracial bonus
//:: ability changes.
//::///////////////////////////////////////////////
//:: [Ressurection]
//:: [NW_S0_Ressurec.nss]
//:: Copyright (c) 2000 Bioware Corp.
//:://////////////////////////////////////////////
//:: Brings a character back to life with full
//:: health.
//:: When cast on placeables, you get a default error message.
//:: * You can specify a different message in
//:: X2_L_RESURRECT_SPELL_MSG_RESREF
//:: * You can turn off the message by setting the variable
//:: to -1
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 31, 2001
//:://////////////////////////////////////////////
//:: Last Updated By: Georg Z on 2003-07-31
//:: VFX Pass By: Preston W, On: June 22, 2001
// Jasperre:
// - To make this operate effectivly, the AI that is, the PC speaks silently
// when they are raised, to let NPC's get them :-P
// This is not required, but is a simple addition.
// - It also adds NPC re-targeting to get them back into combat.
#include "x2_inc_spellhook"
#include "sha_subr_methds"
#include "x0_i0_campaign"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Get the spell target
object oTarget = GetSpellTargetObject();
//Check to make sure the target is dead first
//Fire cast spell at event for the specified target
if (GetIsObjectValid(oTarget))
{
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RESURRECTION, FALSE));
if (GetIsDead(oTarget))
{
//Declare major variables
int nHealed = GetMaxHitPoints(oTarget);
effect eRaise = EffectResurrection();
effect eHeal = EffectHeal(nHealed + 10);
effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD);
//Apply the heal, raise dead and VFX impact effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eRaise, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget));
// Jasperre's additions...
AssignCommand(oTarget, SpeakString("I AM ALIVE!", TALKVOLUME_SILENT_TALK));
if(!GetIsPC(oTarget) && !GetIsDMPossessed(oTarget))
{
// Default AI script
ExecuteScript("nw_c2_default3", oTarget);
}
//-----------Modification made for Shayan's Subrace Engine
if(GetIsPC(oTarget))
{
SetCampaignDBInt(oTarget, "PLAYERHASDIED", FALSE);
SetLocalInt(oTarget, "DEAD_TIME_REMAINING", 0);
ReapplySubraceAbilities(oTarget);
}
//---------End Modification by Shayan
}
else
{
if (GetObjectType(oTarget) == OBJECT_TYPE_PLACEABLE)
{
int nStrRef = GetLocalInt(oTarget,"X2_L_RESURRECT_SPELL_MSG_RESREF");
if (nStrRef == 0)
{
nStrRef = 83861;
}
if (nStrRef != -1)
{
FloatingTextStrRefOnCreature(nStrRef,OBJECT_SELF);
}
}
}
}
}