// Creatures take the hide penalty whether they save or not.
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHidePenalty, oTarget, fDuration,TRUE,-1,nCasterLvl);
// Creatures that are invisible become visible whether they save or not. We do
// this by looping through all the creature's effects looking for invisibility
// effects and removing them.
effect eTarget = GetFirstEffect(oTarget);
while (GetIsEffectValid(eTarget))
{
int nType = GetEffectType(eTarget);
if (EFFECT_TYPE_INVISIBILITY == nType || EFFECT_TYPE_IMPROVEDINVISIBILITY == nType)
RemoveEffect (oTarget, eTarget);
eTarget = GetNextEffect(oTarget);
}
// Let the creature make a will save, if it fails it's blinded.
if (!MySavingThrow(SAVING_THROW_WILL, oTarget, GetSaveDC(oTarget,OBJECT_SELF)))
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlindness, oTarget, fDuration,TRUE,-1,nCasterLvl);
}
One note, the vfx called for by the script is probably a custom one and not included in nwn2 (though I could be wrong); any appropriate aoe vfx should work as a substitute, something big and glitter dust-y or shiny preferably... let me see if I can dig one up that might work.
One note, the vfx called for by the script is probably a custom one and not included in nwn2 (though I could be wrong); any appropriate aoe vfx should work as a substitute, something big and glitter dust-y or shiny preferably... let me see if I can dig one up that might work.
Don't worry about that -- I have something in mind anyway