2025-04-15 Update
Added Elven blades to Weaponmaster prereqs Fixed Beckon the Frozen Fixed bug with Fire Brand Fixed duration bug with Improved Invisibility Added Soul Eater to Shifter prereqs Fixed ability based class prereqs in prc_prereq.nss Update Eye of Gruumsh for epic levels Update Ur-Priest for epic levels Update Forsaker for epic levels Update Anima Mage for epic levels Update Serene Guardian for epic levels Bladesinger abilities can use chain shirts Fixed Elemental Abjuration Fixed bug with prc cache creature. Forsakers can use non-magic items (heal kits, alchemy, etc) Updated ruleset.2da for NWNEE update Updated AotS bonus feats -Notes Added 3.5e Template index Added 3.5e update booklet Removed release archive
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@@ -239,7 +239,8 @@ int _ReorderEffects(int nSpellID, object oTarget, object oCaster = OBJECT_SELF){
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/* Function Definitions */
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//////////////////////////////////////////////////
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object GetObjectToApplyNewEffect(string sTag, object oPC, int nStripEffects = TRUE){
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object GetObjectToApplyNewEffect(string sTag, object oPC, int nStripEffects = TRUE)
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{
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object oWP = GetObjectByTag(sTag);
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object oLimbo = GetObjectByTag("HEARTOFCHAOS");
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location lLimbo = GetLocation(oLimbo);
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@@ -251,17 +252,16 @@ object GetObjectToApplyNewEffect(string sTag, object oPC, int nStripEffects = TR
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//has to be a creature so it can be jumped around
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//re-used the 2da cache blueprint since it has no scripts
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oWP = CreateObject(OBJECT_TYPE_CREATURE, "prc_2da_cache", lLimbo, FALSE, sTag);
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if(!GetIsObjectValid(oWP) && DEBUG)
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{
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DoDebug(sTag+" is not valid");
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}
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//make sure the player can never interact with WP
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SetPlotFlag(oWP, TRUE);
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SetCreatureAppearanceType(oWP, APPEARANCE_TYPE_INVISIBLE_HUMAN_MALE);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oWP);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oWP);
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}
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if(!GetIsObjectValid(oWP)
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&& DEBUG)
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{
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DoDebug(sTag+" is not valid");
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}
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//make sure the player can never interact with WP
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SetPlotFlag(oWP, TRUE);
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SetCreatureAppearanceType(oWP, APPEARANCE_TYPE_INVISIBLE_HUMAN_MALE);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oWP);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutsceneGhost(), oWP);
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//remove previous effects
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if(nStripEffects)
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{
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