Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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} |