EffectTurned()
Returns a new effect object.
effect EffectTurned();
Description
Create a Turned effect.
The target this effect is applied to must be a creature for it to work. This effect cannot be applied instantly, only temporarily or permanently.
Remarks
Turning will bypass any Immunity: Fear effects, however, should really only be used in the turn undead script.
It acts, in NwN at least, exactly as fear does. The default heartbeat script defined in the 2da file "statescripts.2da", called "nw_g0_fear" will run every 6 seconds when a creature is affected by fear. This is the same script as EffectFrightened uses.
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 seperately via. looping valid effects on the target (GetFirst/NextEffect()). See the Effect Tutorial for more details.
Version
1.62
Example
// Sample code for applying a turning 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 eTurning = EffectTurned(); // Create the visual portion of the effect. This is instantly // applied and not persistant with wether or not we have the // above effect. effect eVis = EffectVisualEffect(VFX_IMP_HARM); // Apply the visual effect to the target ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); // Apply the effect to the object ApplyEffectToObject(DURATION_TYPE_PERMANENT, eTurning, oTarget); }
See Also
categories: | Effects Functions |
author: Michael Nork, editor: Jasperre, additional contributor(s): Jasperre