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local caster = magic_get_caster()
local loc = select_location_with_prompt("Location: ")
magic_casting_fade_effect(caster)
if loc == nil or g_vanish_obj.obj_n == 0 then magic_no_effect() return end
local hit_x, hit_y = map_line_hit_check(caster.x, caster.y, loc.x, loc.y, loc.z)
projectile(0x17f, caster.x, caster.y, hit_x, hit_y, 2)
if hit_x ~= loc.x or hit_y ~= loc.y then magic_blocked() return end
local obj = Obj.new(g_vanish_obj.obj_n, g_vanish_obj.frame_n)
obj.qty = 1
obj.status = 0x21 --OK, TEMP
if map_can_put_obj(loc) == false then
magic_no_effect()
else
Obj.moveToMap(obj, loc)
fade_obj_in(obj)
g_vanish_obj.obj_n = 0
g_vanish_obj.frame_n = 0
magic_success()
end
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