void RespawnObject(string sTag, int iType, location lLoc) { // ResRef must be derivable from Tag string sResRef = GetStringLowerCase(GetStringLeft(sTag, 16)); CreateObject(iType, sResRef, lLoc); } void main() { location lLoc = GetLocation(OBJECT_SELF); SetPlotFlag(OBJECT_SELF, FALSE); //object item = GetFirstItemInInventory(OBJECT_SELF); //while (GetIsObjectValid(item)){ //DestroyObject(item); //CreateObject(OBJECT_TYPE_ITEM, "brokenloot", lLoc); //item=GetNextItemInInventory(OBJECT_SELF); //} float fDelay2 = 0.0; DestroyObject(OBJECT_SELF, fDelay2); string sTag = GetTag(OBJECT_SELF); int iType = GetObjectType(OBJECT_SELF); // For creatures, save the location at spawn-time as a local location and // use it instead. Otherwise, the creature will respawn where it died. float fDelay = 1800.0; // 1000 second delay AssignCommand(GetArea(OBJECT_SELF), DelayCommand(fDelay, RespawnObject(sTag, iType, lLoc))); }