/*-- Prevent Magic Lighting scrolls from disappearing --*/ #strict #appendto MLGT func Activate(pCaster,pRealcaster) { var pClonk; if(pRealcaster) pClonk=pRealcaster; else pClonk=pCaster; var iResult; if (iResult = CheckEffect("LightningNSpell", 0, 125)) return(iResult!=-1 && RemoveObject()); // Zielen wenn möglich if (pClonk->~DoSpellAim(this(), pCaster)) return(1); // Blitz erzeugen var obj = CreateObject(LGTS, -GetX(), -GetY(), GetOwner(pClonk)); obj->Launch(pCaster, GetX(pCaster)+GetVertex(0, VTX_X, pCaster), GetY(pCaster)+GetVertex(0, VTX_Y, pCaster), (!GetDir(pCaster))*1800); Sound("Thunder*"); RemoveObject(); return(1); } public func ActivateAngle(object pCaller, int iAngle) { var obj = CreateObject(LGTS, -GetX(), -GetY(), GetOwner(pCaller)); obj->Launch(pCaller, GetX(pCaller), GetY(pCaller), (900-iAngle*10)); Sound("Thunder*"); RemoveObject(); return(1); }