///:://///////////////////////////////////////////// //:: See Invisibility //:: NW_S0_SeeInvis.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Allows the mage to see creatures that are invisible */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Jan 7, 2002 //::////////////////////////////////////////////// #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = GetSpellTargetObject(); effect eVis = EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eSight = EffectSeeInvisible(); effect eLink = EffectLinkEffects(eVis, eSight); eLink = EffectLinkEffects(eLink, eDur); //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SEE_INVISIBILITY, FALSE)); int nDuration = GetCasterLevel(OBJECT_SELF); int nMetaMagic = GetMetaMagicFeat(); //Enter Metamagic conditions if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration *2; //Duration is +100% } //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration)); }