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The ActionCastFakeSpellAtObject() NWScript command causes the caller to go through the motions of casting the indicated spell at the indicated object. This entails all aspects of spellcasting other than executing the spell script and consuming a spell slot (in fact, the spell does not even need to be known by the caster) — the casting animations and projectile visuals are enacted, attacks of opportunity may be generated, the casting is recorded in the combat log, etc.

In order to cause a different object (creature or placeable) to cast the fake spell, this command must be assigned via AssignCommand().

Definition[]

void ActionCastFakeSpellAtObject (int nSpell, object oTarget,
int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT)

int nSpell
A SPELL_* constant (integer) indicating the spell to cast.
object oTarget
The object at which the spell's visuals will be directed.
int nProjectilePathType
A PROJECTILE_PATH_TYPE_* constant influencing the spell's projectile visual effect.

See also[]

External link[]

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