PRC8/nwn/nwnprc/trunk/newspellbook/inv_retribinvis.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*
nw_s0_imprinvis
Target creature can attack and cast spells while
invisible
By: Preston Watamaniuk
Created: Jan 7, 2002
Modified: Jun 12, 2006
Modified for the PRC warlock by ebonfowl
Dedicated to Edgar, the real Ebonfowl
*/
void ReapplyInvis(object oTarget, effect eInvis, float fDur, int CasterLvl);
#include "prc_sp_func"
#include "inv_inc_invfunc"
#include "inv_invokehook"
#include "inv_invoc_const"
void ReapplyInvis(object oTarget, effect eInvis, float fDur, int CasterLvl)
{
if(!PRCGetHasEffect(EFFECT_TYPE_INVISIBILITY, oTarget) && GetHasSpellEffect(INVOKE_RETRIBUTIVE_INVISIBILITY))
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eInvis, oTarget, fDur,TRUE,-1,CasterLvl);
DelayCommand(1.0, ReapplyInvis(oTarget, eInvis, fDur-1.0, CasterLvl));
}
void main()
{
if (!PreInvocationCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
object oCaster = OBJECT_SELF;
int nCasterLvl = GetInvokerLevel(OBJECT_SELF, GetInvokingClass());
int CasterLvl = nCasterLvl;
int nDuration = CasterLvl;
object oTarget = PRCGetSpellTargetObject();
int bBio = GetPRCSwitch(PRC_BIOWARE_INVISIBILITY);
float fDur = bBio ? TurnsToSeconds(nDuration) : RoundsToSeconds(nDuration);
effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_MIND);
effect eVis = EffectVisualEffect(VFX_DUR_INVISIBILITY);
effect eInvis = EffectInvisibility(bBio ? INVISIBILITY_TYPE_NORMAL : INVISIBILITY_TYPE_IMPROVED);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eCover = EffectConcealment(50);
effect eLink = EffectLinkEffects(eDur, eCover);
eLink = EffectLinkEffects(eLink, eVis);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, INVOKE_RETRIBUTIVE_INVISIBILITY, FALSE));
//Apply the VFX impact and effects
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDur,TRUE,-1,CasterLvl);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eInvis, oTarget, fDur,TRUE,-1,CasterLvl);
SetLocalInt(oTarget, "DangerousInvis", nCasterLvl);
DelayCommand(1.0, ReapplyInvis(oTarget, eInvis, fDur, CasterLvl));
}