//:://///////////////////////////////////////////// //:: Bard Song //:: NW_S2_BardSong //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* This spells applies bonuses to all of the bard's allies within 30ft for a set duration of 10 rounds. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Feb 25, 2002 //::////////////////////////////////////////////// //:: Last Updated By: Georg Zoeller Oct 1, 2003 /* bugfix by Kovi 2002.07.30 - loosing temporary hp resulted in loosing the other bonuses */ #include "x0_i0_spells" void main() { if (GetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF)) { FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced return; } string sTag = GetTag(OBJECT_SELF); // Songbird sings wooo! object oSongbird=GetLocalObject(OBJECT_SELF,"oSongbird"); if (GetIsObjectValid(oSongbird)&&!GetIsDead(oSongbird)&&(GetArea(oSongbird)==GetArea(OBJECT_SELF))) { effect FeySong = EffectVisualEffect(VFX_DUR_BARD_SONG); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, FeySong, oSongbird,6.0); AssignCommand(oSongbird,PlaySound("sce_neutral")); } //Declare major variables int nLevel = GetLevelByClass(CLASS_TYPE_BARD)+GetLevelByClass(CLASS_TYPE_HARPER); int nRanks = GetSkillRank(SKILL_PERFORM); int nChr = GetAbilityModifier(ABILITY_CHARISMA); int nPerform = nRanks; int nDuration = 10 + nChr; effect eAttack; effect eDamage; effect eWill; effect eFort; effect eReflex; effect eHP; effect eAC; effect eSkill; int nAttack; int nDamage; int nWill; int nFort; int nReflex; int nHP; int nAC; int nSkill; //Check to see if the caster has Lasting Impression and increase duration. if(GetHasFeat(870)) { nDuration *= 10; } // lingering song if(GetHasFeat(424)) // lingering song { nDuration += 5; } // bardy gloves Palmer made if (GetTag(GetItemInSlot(INVENTORY_SLOT_ARMS))=="jw_newitem2") { SendMessageToPC(OBJECT_SELF,"The elven gloves of the bard boost the power of your song."); nPerform=nPerform+6; nLevel=nLevel+3; } //SpeakString("Level: " + IntToString(nLevel) + " Ranks: " + IntToString(nRanks)); if(nPerform >= 100 && nLevel >= 30) { nAttack = 6; nDamage = 6; nWill = 5; nFort = 5; nReflex = 5; nHP = 78; nAC = 7; nSkill = 19; } else if(nPerform >= 95 && nLevel >= 29) { nAttack = 5; nDamage = 5; nWill = 5; nFort = 5; nReflex = 5; nHP = 72; nAC = 7; nSkill = 18; } else if(nPerform >= 90 && nLevel >= 28) { nAttack = 5; nDamage = 5; nWill = 5; nFort = 5; nReflex = 5; nHP = 72; nAC = 6; nSkill = 17; } else if(nPerform >= 85 && nLevel >= 27) { nAttack = 4; nDamage = 4; nWill = 5; nFort = 5; nReflex = 5; nHP = 72; nAC = 6; nSkill = 16; } else if(nPerform >= 80 && nLevel >= 26) { nAttack = 4; nDamage = 4; nWill = 5; nFort = 5; nReflex = 5; nHP = 72; nAC = 6; nSkill = 15; } else if(nPerform >= 75 && nLevel >= 25) { nAttack = 4; nDamage = 4; nWill = 4; nFort = 4; nReflex = 4; nHP = 72; nAC = 6; nSkill = 14; } else if(nPerform >= 70 && nLevel >= 24) { nAttack = 4; nDamage = 4; nWill = 4; nFort = 4; nReflex = 4; nHP = 68; nAC = 6; nSkill = 13; } else if(nPerform >= 65 && nLevel >= 23) { nAttack = 4; nDamage = 4; nWill = 4; nFort = 3; nReflex = 3; nHP = 68; nAC = 6; nSkill = 12; } else if(nPerform >= 60 && nLevel >= 22) { nAttack = 3; nDamage = 4; nWill = 4; nFort = 3; nReflex = 3; nHP = 68; nAC = 6; nSkill = 11; } else if (nPerform >= 60 && nLevel > 20) { nAttack = 3; nDamage = 4; nWill = 4; nFort = 3; nReflex = 3; nHP = 68; nAC = 6; nSkill = 11; } else if(nPerform >= 55 && nLevel >= 20) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 30; nAC = 5; nSkill = 9; } if(nPerform >= 50 && nLevel >= 20) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 28; nAC = 5; nSkill = 8; } else if(nPerform >= 45 && nLevel >= 19) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 26; nAC = 5; nSkill = 7; } else if(nPerform >= 40 && nLevel >= 18) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 24; nAC = 5; nSkill = 6; } else if(nPerform >= 35 && nLevel >= 17) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 22; nAC = 5; nSkill = 5; } else if(nPerform >= 30 && nLevel >= 16) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 20; nAC = 5; nSkill = 4; } else if(nPerform >= 24 && nLevel >= 15) { nAttack = 2; nDamage = 3; nWill = 2; nFort = 2; nReflex = 2; nHP = 16; nAC = 4; nSkill = 3; } else if(nPerform >= 21 && nLevel >= 14) { nAttack = 2; nDamage = 3; nWill = 1; nFort = 1; nReflex = 1; nHP = 16; nAC = 3; nSkill = 2; } if(nPerform >= 60 && nLevel > 20) { nAttack = 3; nDamage = 4; nWill = 4; nFort = 3; nReflex = 3; nHP = 68; nAC = 6; nSkill = 11; } if(nPerform >= 60 && nLevel >= 20) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 60; nAC = 5; nSkill = 10; } else if(nPerform >= 55 && nLevel >= 20) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 54; nAC = 5; nSkill = 9; } else if(nPerform >= 50 && nLevel >= 20) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 48; nAC = 5; nSkill = 8; } else if(nPerform >= 45 && nLevel >= 19) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 42; nAC = 5; nSkill = 7; } else if(nPerform >= 40 && nLevel >= 18) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 36; nAC = 5; nSkill = 6; } else if(nPerform >= 35 && nLevel >= 17) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 28; nAC = 5; nSkill = 5; } else if(nPerform >= 30 && nLevel >= 16) { nAttack = 2; nDamage = 3; nWill = 3; nFort = 2; nReflex = 2; nHP = 24; nAC = 5; nSkill = 4; } else if(nPerform >= 24 && nLevel >= 15) { nAttack = 2; nDamage = 3; nWill = 2; nFort = 2; nReflex = 2; nHP = 20; nAC = 4; nSkill = 3; } else if(nPerform >= 21 && nLevel >= 14) { nAttack = 2; nDamage = 3; nWill = 1; nFort = 1; nReflex = 1; nHP = 18; nAC = 3; nSkill = 2; } else if(nPerform >= 18 && nLevel >= 12) { nAttack = 2; nDamage = 2; nWill = 1; nFort = 1; nReflex = 1; nHP = 15; nAC = 2; nSkill = 2; } else if(nPerform >= 15 && nLevel >= 8) { nAttack = 2; nDamage = 2; nWill = 1; nFort = 1; nReflex = 1; nHP = 10; nAC = 0; nSkill = 1; } else if(nPerform >= 12 && nLevel >= 6) { nAttack = 1; nDamage = 2; nWill = 1; nFort = 1; nReflex = 1; nHP = 5; nAC = 0; nSkill = 1; } else if(nPerform >= 9 && nLevel >= 3) { nAttack = 1; nDamage = 2; nWill = 1; nFort = 1; nReflex = 0; nHP = 4; nAC = 0; nSkill = 0; } else if(nPerform >= 6 && nLevel >= 2) { nAttack = 1; nDamage = 1; nWill = 1; nFort = 0; nReflex = 0; nHP = 3; nAC = 0; nSkill = 0; } else if(nPerform >= 3 && nLevel >= 1) { nAttack = 1; nDamage = 1; nWill = 0; nFort = 0; nReflex = 0; nHP = 2; nAC = 0; nSkill = 0; } effect eVis = EffectVisualEffect(VFX_DUR_BARD_SONG); eAttack = EffectAttackIncrease(nAttack); eDamage = EffectDamageIncrease(nDamage, DAMAGE_TYPE_BLUDGEONING); effect eLink = EffectLinkEffects(eAttack, eDamage); if(nWill > 0) { eWill = EffectSavingThrowIncrease(SAVING_THROW_WILL, nWill); eLink = EffectLinkEffects(eLink, eWill); } if(nFort > 0) { eFort = EffectSavingThrowIncrease(SAVING_THROW_FORT, nFort); eLink = EffectLinkEffects(eLink, eFort); } if(nReflex > 0) { eReflex = EffectSavingThrowIncrease(SAVING_THROW_REFLEX, nReflex); eLink = EffectLinkEffects(eLink, eReflex); } if(nHP > 0) { //SpeakString("HP Bonus " + IntToString(nHP)); eHP = EffectTemporaryHitpoints(nHP); // eLink = EffectLinkEffects(eLink, eHP); } if(nAC > 0) { eAC = EffectACIncrease(nAC, AC_DODGE_BONUS); eLink = EffectLinkEffects(eLink, eAC); } if(nSkill > 0) { eSkill = EffectSkillIncrease(SKILL_ALL_SKILLS, nSkill); eLink = EffectLinkEffects(eLink, eSkill); } effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); eLink = EffectLinkEffects(eLink, eDur); effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC); effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF)); object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); eHP = ExtraordinaryEffect(eHP); eLink = ExtraordinaryEffect(eLink); while(GetIsObjectValid(oTarget)) { if(!GetHasFeatEffect(FEAT_BARD_SONGS, oTarget) && !GetHasSpellEffect(GetSpellId(),oTarget)) { // * GZ Oct 2003: If we are silenced, we can not benefit from bard song if (!GetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !GetHasEffect(EFFECT_TYPE_DEAF,oTarget)) { if(oTarget == OBJECT_SELF) { effect eLinkBard = EffectLinkEffects(eLink, eVis); eLinkBard = ExtraordinaryEffect(eLinkBard); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLinkBard, oTarget, RoundsToSeconds(nDuration)); if (nHP > 0) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, oTarget, RoundsToSeconds(nDuration)); } } else if(GetIsFriend(oTarget)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); if (nHP > 0) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHP, oTarget, RoundsToSeconds(nDuration)); } } } } oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); } }