Raise(object)
Raises a PC from death.
void Raise( object oPlayer );
Parameters
oPlayer
The PC to be raised.
Description
Raises oPlayer from death, removing any negative effects and providing a visual effect.
Requirements
#include "nw_o0_death"
Version
1.22
Example
// 1.24 source for this function void Raise(object oPlayer) { effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION); effect eBad = GetFirstEffect(oPlayer); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPlayer); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPlayer)), oPlayer); //Search for negative effects while(GetIsEffectValid(eBad)) { if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE || GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS || GetEffectType(eBad) == EFFECT_TYPE_DEAF || GetEffectType(eBad) == EFFECT_TYPE_PARALYZE || GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL) { //Remove effect if it is negative. RemoveEffect(oPlayer, eBad); } eBad = GetNextEffect(oPlayer); } //Fire cast spell at event for the specified target SignalEvent(oPlayer, EventSpellCastAt(OBJECT_SELF, SPELL_RESTORATION, FALSE)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oPlayer); }
See Also
categories: | PC Only Functions |
author: Tom Cassiotis