//:://///////////////////////////////////////////// //:: Invisibility //:: NW_S0_Invisib.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Target creature becomes invisibility */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 7, 2002 //::////////////////////////////////////////////// //:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff #include "prc_alterations" #include "x2_inc_spellhook" void main() { DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ILLUSION); /* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = PRCGetSpellTargetObject(); //effect eVis = EffectVisualEffect(VFX_DUR_INVISIBILITY); effect eInvis = EffectInvisibility(INVISIBILITY_TYPE_NORMAL); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eLink = EffectLinkEffects(eInvis, eDur); //eLink = EffectLinkEffects(eLink, eVis); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_INVISIBILITY, FALSE)); int nDuration = GetLevelByClass(CLASS_TYPE_NIGHTSHADE,OBJECT_SELF); //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)); DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR"); // Getting rid of the local integer storing the spellschool name }