/* ---------------- Confounding Resistance true_utr_confres ---------------- 3/8/06 by Stratovarius */ /** @file Confounding Resistance Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your target becomes more mobile, able to entirely avoid effects that might otherwise have some dire consequence. Your target gains Evasion. Reverse: Your utterance strips your target of its ability to evade harm. Your target loses Evasion. */ #include "true_inc_trufunc" #include "true_utterhook" //#include "prc_alterations" void main() { /* Spellcast Hook Code Added 2006-7-19 by Stratovarius If you want to make changes to all utterances check true_utterhook to find out more */ if (!TruePreUtterCastCode()) { // If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oTrueSpeaker = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_EVOLVING_MIND); if(utter.bCanUtter) { utter.fDur = RoundsToSeconds(5); if(utter.bExtend) utter.fDur *= 2; // This utterance applies only to friends utter.bFriend = TRUE; // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_CONFOUNDING_RESISTANCE) { utter.ipIProp1 = PRCItemPropertyBonusFeat(IP_CONST_FEAT_EVASION); object oSkin = GetPCSkin(oTrueSpeaker); IPSafeAddItemProperty(oSkin, utter.ipIProp1, utter.fDur, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); // Visuals utter.eLink = EffectVisualEffect(VFX_DUR_BLUESHIELDPROTECT); utter.eLink2 = EffectVisualEffect(VFX_IMP_HOLY_AID); } // The REVERSE effect of the Utterance goes here else /* Effects of UTTER_CONFOUNDING_RESISTANCE_R */ { SetLocalInt(oTarget, "TrueConfoundingResistance", TRUE); DelayCommand(utter.fDur, DeleteLocalInt(oTarget, "TrueConfoundingResistance")); // Visuals utter.eLink = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); utter.eLink2 = EffectVisualEffect(VFX_IMP_BLINDDEAD_DN_GREEN); } // If either of these ApplyEffect isn't needed, delete it. // Duration Effects SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, utter.eLink, oTarget, utter.fDur, TRUE, utter.nSpellId, utter.nTruespeakerLevel); // Impact Effects ApplyEffectToObject(DURATION_TYPE_INSTANT, utter.eLink2, oTarget); // Speak Unto the Masses. Swats an area with the effects of this utterance DoSpeakUntoTheMasses(oTrueSpeaker, oTarget, utter); // Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here. // The utterance isn't active if SR or Saves stop it // Make sure to delete one if not needed DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance }