PropertyValue
rdfs:label
  • ActionCastFakeSpellAtObject
rdfs:comment
  • function ActionCastFakeSpellAtObject (int nSpell, object oTarget, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT) The action subject will fake casting a spell at oTarget; the conjure and cast animations and visuals will occur, nothing else. * nSpell: * oTarget: * nProjectilePathType: PROJECTILE_PATH_TYPE_* * Return type: void * Include file: nwscriptdefn
  • 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.
param3desc
  • A PROJECTILE_PATH_TYPE_* constant influencing the spell's projectile visual effect.
dcterms:subject
dbkwik:nwn2/property/wikiPageUsesTemplate
returns
Name
  • ActionCastFakeSpellAtObject
param
  • object oTarget
  • int nProjectilePathType
  • int nSpell
param2desc
  • The object at which the spell's visuals will be directed.
param1desc
  • A SPELL_* constant indicating the spell to cast.
param3default
  • PROJECTILE_PATH_TYPE_DEFAULT
dbkwik:nwn/property/wikiPageUsesTemplate
abstract
  • function ActionCastFakeSpellAtObject (int nSpell, object oTarget, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT) The action subject will fake casting a spell at oTarget; the conjure and cast animations and visuals will occur, nothing else. * nSpell: * oTarget: * nProjectilePathType: PROJECTILE_PATH_TYPE_* * Return type: void * Include file: nwscriptdefn
  • 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 <a href="/mediawiki/AssignCommand" title="AssignCommand">AssignCommand</a>().