#include "spawner" #include "prc_x2_itemprop" void See(object oItem) { int oDamage; itemproperty ipAdd; ipAdd = ItemPropertyTrueSeeing(); IPSafeAddItemProperty(oItem, ipAdd); } void TrueSight() { object oTarget; object oItem; int oDamage; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="pearl") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF); PCEffect(2.0,VFX_DUR_MAGICAL_SIGHT, OBJECT_SELF); PCEffect(1.5,VFX_DUR_BLIND, OBJECT_SELF); PCEffect(1.0,VFX_IMP_SUPER_HEROISM, OBJECT_SELF); DelayCommand(1.0, See(GetFirstItemInInventory(OBJECT_SELF))); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); } //void main (){}