// s3_spellreflect - handle reflection of spells... #include "prc_inc_spells" void main() { object oCaster=OBJECT_SELF; int nSpell=PRCGetSpellId(); int bContinue=FALSE; object oTarget=PRCGetSpellTargetObject(); effect eVFX=EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY); if (oTarget==oCaster) bContinue=TRUE; else { // reflect ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eVFX,oTarget,1.5); AssignCommand(oTarget,ClearAllActions(TRUE)); AssignCommand(oTarget,ActionCastSpellAtObject(nSpell,oCaster,METAMAGIC_ANY,TRUE,0,PROJECTILE_PATH_TYPE_DEFAULT,TRUE)); } // reflect SetLocalInt(oCaster,"bWAZOOCONTINUE",bContinue); }