Editing Bethesda Tutorial Papyrus Events and Properties
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Latest revision | Your text | ||
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<source lang="papyrus"> | <source lang="papyrus"> | ||
scriptName LokirsDraugrResurrection extends Actor | scriptName LokirsDraugrResurrection extends Actor | ||
{This Script lives on the dead minion draugr in Lokir's Tomb. It handles their resurrection} | {This Script lives on the dead minion draugr in Lokir's Tomb. It handles their resurrection} | ||
Spell property reanimateSpell Auto ; this is the special self-resurrection spell to use | Spell property reanimateSpell Auto ; this is the special self-resurrection spell to use | ||
objectReference property myTrigger auto ; This is the reference we are waiting on to send an activate | objectReference property myTrigger auto ; This is the reference we are waiting on to send an activate | ||
Event OnActivate(ObjectReference akActionRef) | Event OnActivate(ObjectReference akActionRef) | ||
; I've been activated - see if was my trigger | ; I've been activated - see if was my trigger | ||
if (akActionRef == myTrigger) | if (akActionRef == myTrigger) | ||
; Cast a Reanimate spell on the Draugr | |||
reanimateSpell.Cast(Self, Self) | |||
EndIf | EndIf | ||
EndEvent | EndEvent | ||
</source> | </source> | ||