forked from Jaysyn/PRC8
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.
82 lines
2.7 KiB
Plaintext
82 lines
2.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Invisibility Sphere
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//:: NW_S0_InvSph.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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All allies within 15ft are rendered 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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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_alterations"
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#include "prc_spell_const"
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#include "x2_inc_spellhook"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ILLUSION);
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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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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// End of Spell Cast Hook
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//Declare major variables including Area of Effect Object
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int nDuration = GetLevelByClass(CLASS_TYPE_NIGHTSHADE) + GetLevelByClass(CLASS_TYPE_SHADOW_ADEPT);
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//Make sure duration does no equal 0
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if (nDuration < 1)
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{
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nDuration = 1;
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}
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location lTarget = PRCGetSpellTargetLocation();
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effect eInvis = EffectInvisibility(INVISIBILITY_TYPE_NORMAL);
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effect eVis = EffectVisualEffect(VFX_DUR_INVISIBILITY);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eSanc = EffectEthereal();
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effect eLink = EffectLinkEffects(eInvis, eVis);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eSanc);
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object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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//Cycle through the targets within the spell shape until an invalid object is captured.
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while (GetIsObjectValid(oTarget))
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{
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if(GetIsFriend(oTarget, OBJECT_SELF))
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// * don't try and make dead people invisible
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if (GetIsDead(oTarget) == FALSE)
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SHADOWWALK, FALSE));
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget,HoursToSeconds(nDuration));
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}
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//Select the next target within the spell shape.
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oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE );
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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