Difference between revisions of "EffectSeeInvisible"

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Sanctuary, Hiding and Etherealness are not affected.<br /><br /> 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.
 
Sanctuary, Hiding and Etherealness are not affected.<br /><br /> 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.
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Cannot be used in conjuction with EffectVersus*.
  
 
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Revision as of 15:05, 10 September 2012



EffectSeeInvisible()

Returns a new effect object.

Description

Create a See Invisible effect.

See invisible effects, should:
- Let the person see through EffectTypeInvisibility()

The spell See Invisibility has this as the description:

"The target creature is able to see all invisible creatures within his line of sight."

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

Sanctuary, Hiding and Etherealness 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.

Cannot be used in conjuction with EffectVersus*.


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



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