EffectEthereal

From NWN Lexicon
Jump to: navigation, search



EffectEthereal()

Creates an effect like the Sanctuary spell, but the observers get no saving throw.

Description

Returns an effect of type EFFECT_TYPE_ETHEREAL (But see bug notes). This effect works just like EffectSanctuary, but the observers receive no Will saving throw and the target this effect is applied to appears ethereal.

Etherealness is canceled as invisibility is - when you perform a hostile action or it runs out naturally. An AOE dispel can also remove it, of course.

The target this effect is applied to must be a creature for it to work. This effect should not be applied instantly, only temporarily or permanently.



Remarks

1.64 seems to introduce True seeing as allowing you to see ethereal creature - but not target them. This is changed from previous patches - it isn't all dominating, and counters can be taken against the creatures (immunity to targeted spells is a great benefit however).

No normal spot, listen, or other types of non-trueseeing effects work against the Etherealness effect still.

As with Invisibility, this should give the attacker (who has Etherealness) a +4 attack against an unaware opponent.

Effect functions are Constructors, which are special methods that help construct effect "objects". You can declare and link effects, and apply them using an ApplyEffectToObject() Command. Once applied, each effect can be got separately via looping valid effects on the target (GetFirst/NextEffect()). See the Effect Tutorial for more details.


Known Bugs

At some point, EffectEthereal did not appear to create an effect of type EFFECT_TYPE_ETHEREAL but one of EFFECT_TYPE_SANCTUARY. This seems to have been fixed though.

Version

1.64

Example

void main()
{
    // This is the Object to apply the effect to.
    object oTarget = OBJECT_SELF;
 
    // Create the effect to apply
    effect eEthereal = EffectEthereal();
 
    // Create the visual portion of the effect. This is instantly
    // applied and not persistent with whether or not we have the
    // above effect.
    effect eVis = EffectVisualEffect(VFX_IMP_AC_BONUS);
 
    // Apply the visual effect to the target
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
    // Apply the effect to the object   
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEthereal, oTarget);
}

See Also

functions: 

EffectSanctuary

constants: 

EFFECT_TYPE_* Constants



 author: Charles Feduke, editor: Jasperre, additional contributor(s): Christopher Smith, Jasperre