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