EffectInvisibility(int)
Create an Invisibility effect.
effect EffectInvisibility( int nInvisibilityType );
Parameters
nInvisibilityType
One of the INVISIBILITY_TYPE_* constants defining the type of invisibility to use.
Description
Returns a new effect object that when applied to a target causes them to become invisible in one of three possible levels defined in the INVISIBILITY_TYPE_* constants group.
Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nInvisibilityType is invalid.
Normal invisiblity is broken once a hostile spell is cast, or the creature attacks. Darkness invisbility should only be applied when a creature is in a Darkness area-of-effect, and doesn't run out. It is unknown (by Jasperre) if the Improved invisability constant actually works - but if it does, it should not remove the invisiblity if the creature attacks.
Invisiblity means anyone who cannot see through it (True seeing and See Invisibilty effects see though it) must hear you to attack you or know your location. Those who do attack an invisible person get a full 50% miss chance. If the invisible person attacks somebody, they get an automatic sneak-attack (if they have the feat) and +2 to thier roll, because the target doesn't know about them.
Remarks
Constructors are special methods that return a new instance of an object. In NWN Script each effect that you can place on an object has it’s own constructor that creates a new instance of the specified effect. This effect object can then be used in an ApplyEffectToObject() Command. See Effect Constructor for more details.
Version
1.22
See Also
categories: | Effects Functions |
constants: | INVISIBILITY_TYPE_* Constants |
author: John Shuell, editor: Jasperre
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