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36
_module/nss/nw_s2_empty.nss
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36
_module/nss/nw_s2_empty.nss
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//::///////////////////////////////////////////////
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//:: Empty Body
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//:: NW_S2_Empty.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Target creature can attack and cast spells while
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invisible
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 7, 2002
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//:://////////////////////////////////////////////
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void main()
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{
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if(!GetHasFeatEffect(FEAT_EMPTY_BODY))
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{
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//Declare major variables
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object oTarget = OBJECT_SELF;
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effect eVis = EffectVisualEffect(VFX_DUR_INVISIBILITY);
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effect eCover = EffectConcealment(50);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eCover, eVis);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = SupernaturalEffect(eLink);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_EMPTY_BODY, FALSE));
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int nDuration = GetLevelByClass(CLASS_TYPE_MONK) * 2;
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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}
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}
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