EffectSeeInvisible()

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Returns a new effect to see through magical invisibility.

Description

Create a See Invisible effect.

See invisible effects let the creature see through EffectInvisibility set to INVISIBILITY_TYPE_NORMAL or INVISIBILITY_TYPE_IMPROVED. (Note to see through INVISIBILITY_TYPE_DARKNESS requires EffectUltravision or EffectTrueSeeing).

The target this effect is applied to must be a creature for it to work. The target this effect is applied to must be a creature for it to work.


Remarks

ACTION_MODE_STEALTH, EffectInvisibility(INVISIBILITY_TYPE_DARKNESS), EffectSanctuary and EffectEthereal are not affected.

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.


Effect Breakdown

There appears to be no additional integers or settings stored on the effect.

Note an icon does appear from effecticons.2da.

Version

1.62

Example

// Sample code for applying a See Invisible effect to a target
 
void main()
{
    // This is the Object to apply the effect to.
    object oTarget = OBJECT_SELF;
 
    // Create the effect to apply
    effect eSee = EffectSeeInvisible();
 
    // 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_HEAD_MIND);
 
    // Apply the visual effect to the target
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
    // Apply the effect to the object
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSee, oTarget);
}

See Also

functions:

EffectInvisibility EffectTrueSeeing EffectUltravision



 author: Michael Nork, editors: Jasperre, Mistress, additional contributor: Jasperre