LoD_PRC8/_module/nss/nw_s2_empty.nss
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//::///////////////////////////////////////////////
//:: Empty Body
//:: NW_S2_Empty.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Target creature can attack and cast spells while
invisible
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 7, 2002
//:://////////////////////////////////////////////
void main()
{
if(!GetHasFeatEffect(FEAT_EMPTY_BODY))
{
//Declare major variables
object oTarget = OBJECT_SELF;
effect eVis = EffectVisualEffect(VFX_DUR_INVISIBILITY);
effect eCover = EffectConcealment(50);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eLink = EffectLinkEffects(eCover, eVis);
eLink = EffectLinkEffects(eLink, eDur);
eLink = SupernaturalEffect(eLink);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_EMPTY_BODY, FALSE));
int nDuration = GetLevelByClass(CLASS_TYPE_MONK) * 2;
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
}
}