//::///////////////////////////////////////////////
//:: 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
}