Donc pour le point de respawn regarde dans le mode solo.
Ensuite pour le soin ben y as d´autre scripts mais celui là il est bien c la meme chose que aribeth te lance :
A placer dans le noeud de la conversation dans action taken :
//:://////////////////////////////////////////////
///
//:: Temple Cast Heal
//:: NW_D1_TEMPLEHEAL.nss
//:: Copyright (c) 2001 Bioware Corp.
//:: Created By: Aidan
//:: Created On: May29,2002
//:: Traduit/Commenté par MrCocktail pour NWN-fr.com
//:://////////////////////////////////////////////
//
void FakeRestore(object oTarget);
void main()
{
// les déclarations ci dessous définissent les objets à soigner
object oPC = GetPCSpeaker();
object oHenchman = GetAssociate(ASSOCIATE_TYPE_HENCHMAN,oPC);
object oAnimal =
GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION,oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR,oPC);
object oDominated = GetAssociate(ASSOCIATE_TYPE_DOMINATED,oPC);
object oSummoned = GetAssociate(ASSOCIATE_TYPE_SUMMONED,oPC);
ActionPauseConversation();
ActionCastFakeSpellAtObject(SPELL_GREATER_RESTORAT
ION, OBJECT_SELF);
ActionDoCommand(FakeRestore(oPC));
if(GetIsObjectValid(oHenchman))
{
ActionDoCommand(FakeRestore(oHenchman));
// Vérifie s´il a une potion de restoration critique sur lui, sinon, le crée.
if
(!GetIsObjectValid(GetItemPossessedBy(oHenchman,"N
W_IT_MPOTION003")))
{
CreateItemOnObject("NW_IT_MPOTION003",oHenchman,3)
;
}
}
if(GetIsObjectValid(oAnimal))
{
ActionDoCommand(FakeRestore(oAnimal));
}
if(GetIsObjectValid(oFamiliar))
{
ActionDoCommand(FakeRestore(oFamiliar));
}
if(GetIsObjectValid(oDominated))
{
ActionDoCommand(FakeRestore(oDominated));
}
if(GetIsObjectValid(oSummoned))
{
ActionDoCommand(FakeRestore(oSummoned));
}
ActionResumeConversation();
}
void FakeRestore(object oTarget)
{
//définition des effets négatifs à analyser
effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION_GREATER);
effect eBad = GetFirstEffect(oTarget);
//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_CURSE ||
GetEffectType(eBad) == EFFECT_TYPE_DISEASE ||
GetEffectType(eBad) == EFFECT_TYPE_POISON ||
GetEffectType(eBad) == EFFECT_TYPE_PARALYZE ||
GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL)
{
//Et annulation de ceux-ci.
RemoveEffect(oTarget, eBad);
}
eBad = GetNextEffect(oTarget);
}
if(GetRacialType(oTarget) ! = RACIAL_TYPE_UNDEAD)
{
//Applique les effets
int nHeal = GetMaxHitPoints(oTarget) - GetCurrentHitPoints(oTarget);
effect eHeal = EffectHeal(nHeal);
if (nHeal > 0)
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget);
}