About: Rest only when safe   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

here it is the godly(self apointed name:P) res only when safe script. change fseconds to change the time between res attempts and change fHostileRange to change the min distance of a hostile to res. from what testing ive done it works great(sofar ive tested with 2 deaths at the same time) if u find a bug please email me bulldogc@cox.net or pm me and ill be glad to try and help ya out. also if u edit or use it please give credit to me someware in it title this one anything and place it in your on death mod slot and this one jsut gets saved and sits waiting to be called.

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  • Rest only when safe
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  • here it is the godly(self apointed name:P) res only when safe script. change fseconds to change the time between res attempts and change fHostileRange to change the min distance of a hostile to res. from what testing ive done it works great(sofar ive tested with 2 deaths at the same time) if u find a bug please email me bulldogc@cox.net or pm me and ill be glad to try and help ya out. also if u edit or use it please give credit to me someware in it title this one anything and place it in your on death mod slot and this one jsut gets saved and sits waiting to be called.
dcterms:subject
abstract
  • here it is the godly(self apointed name:P) res only when safe script. change fseconds to change the time between res attempts and change fHostileRange to change the min distance of a hostile to res. from what testing ive done it works great(sofar ive tested with 2 deaths at the same time) if u find a bug please email me bulldogc@cox.net or pm me and ill be glad to try and help ya out. also if u edit or use it please give credit to me someware in it title this one anything and place it in your on death mod slot 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); } void main() { float fSeconds = 10.0; object oRespawner = GetLastPlayerDied(); SetLocalObject(oRespawner, "reser", oRespawner); DelayCommand(fSeconds,ExecuteScript("reswhensafea", oRespawner)); } and this one jsut gets saved and sits waiting to be called. //name this script reswhensafea void main() { float fHostileRange = 9.0; object oRespawner = GetLocalObject(OBJECT_SELF,"reser"); object oCreature = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, oRespawner); float fSeconds = 20.0; float fdistancebetween = GetDistanceBetween (oRespawner, oCreature); if(GetIsDead(oRespawner) == TRUE) { if (GetIsObjectValid(oCreature) == TRUE) { if (fdistancebetween >= fHostileRange) { AssignCommand(oRespawner, SpeakString("Welcome Back")); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oRespawner); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner); } else { AssignCommand(oRespawner, SpeakString("You can not resurect in the heat of battle")); DelayCommand(fSeconds,ExecuteScript("reswhensafea", OBJECT_SELF)); } } else { AssignCommand(oRespawner, SpeakString("The area appears safe to return to life")); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oRespawner); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner); } } else { } }
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