/* ---------------- Silent Caster true_utr_sicastr ---------------- 1/8/06 by Stratovarius */ /** @file Silent Caster Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: Your ally can cast spells without making a sound. Your ally gains Automatic Silent Spell 1-3. Reverse: An enemy creature is unable to speak or make a peep, its vocal cords completely stilled Your target is silenced. */ #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) { // This is done so Speak Unto the Masses can read it out of the structure utter.nSaveType = SAVING_THROW_TYPE_NONE; utter.nSaveThrow = SAVING_THROW_WILL; utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker); utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker); utter.fDur = RoundsToSeconds(1); if(utter.bExtend) utter.fDur *= 2; int nSRCheck; int nSaveCheck; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_SILENT_CASTER) { // This utterance applies only to friends utter.bFriend = TRUE; // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; utter.ipIProp1 = PRCItemPropertyBonusFeat(IP_CONST_FEAT_EPIC_AUTO_SILENT_I); utter.ipIProp2 = PRCItemPropertyBonusFeat(IP_CONST_FEAT_EPIC_AUTO_SILENT_II); utter.ipIProp3 = PRCItemPropertyBonusFeat(IP_CONST_FEAT_EPIC_AUTO_SILENT_III); object oSkin = GetPCSkin(oTrueSpeaker); IPSafeAddItemProperty(oSkin, utter.ipIProp1, utter.fDur, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); IPSafeAddItemProperty(oSkin, utter.ipIProp2, utter.fDur, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); IPSafeAddItemProperty(oSkin, utter.ipIProp3, utter.fDur, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); // Visuals utter.eLink = EffectVisualEffect(VFX_DUR_AURA_SILENCE); utter.eLink2 = EffectVisualEffect(VFX_IMP_SILENCE); // Make sure Law of Sequence is activated } // The REVERSE effect of the Utterance goes here else /* Effects of UTTER_SILENT_CASTER_R would be here */ { // If the Spell Penetration fails, don't apply any effects nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // Saving throw nSaveCheck = PRCMySavingThrow(utter.nSaveThrow, oTarget, utter.nSaveDC, utter.nSaveType, OBJECT_SELF); if(!nSaveCheck) { // Concealment utter.eLink = EffectLinkEffects(EffectSilence(), EffectVisualEffect(VFX_DUR_AURA_SILENCE)); utter.eLink2 = EffectVisualEffect(VFX_IMP_SILENCE); } } } // 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 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 or Saves stop it // Make sure to delete one if not needed if (!nSRCheck && !nSaveCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance }