Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,81 +0,0 @@
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//::///////////////////////////////////////////////
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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,OBJECT_SELF);
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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 = GetSpellTargetLocation();
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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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