/* ---------------- Essence of Lifespark true_utr_esslife ---------------- 4/8/06 by Stratovarius */ /** @file Essence of Lifespark Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: Instantaneous Spell Resistance: Yes Save: None Metautterances: None Normal: With soothing words, you revitalize an ally and restore some of his lost vitality. You clean your target of negative levels. Reverse: You instruct the universe to sap some of the life force of a target creature. Your target gains a negative level. */ #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_NONE, LEXICON_EVOLVING_MIND); if(utter.bCanUtter) { // This is done so Speak Unto the Masses can read it out of the structure utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker); int nSRCheck; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_ESSENCE_LIFESPARK) { // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; // This utterance applies only to friends utter.bFriend = TRUE; effect eFear = GetFirstEffect(oTarget); //Get the first effect on the current target while(GetIsEffectValid(eFear)) { if (GetEffectType(eFear) == EFFECT_TYPE_NEGATIVELEVEL) { //Remove any fear effects and apply the VFX impact RemoveEffect(oTarget, eFear); } //Get the next effect on the target eFear = GetNextEffect(oTarget); } utter.eLink2 = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION); } // The REVERSE effect of the Utterance goes here else // UTTER_ESSENCE_LIFESPARK_R { // If the Spell Penetration fails, don't apply any effects // Its done this way so the law of sequence is applied properly nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { utter.eLink2 = EffectLinkEffects(EffectNegativeLevel(1), EffectVisualEffect(VFX_IMP_NEGBLAST_ENERGY)); } } // Impact Effects SPApplyEffectToObject(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 stops it if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance }