/* ---------------- Vision Sharpened true_utr_visshrp ---------------- 2/8/06 by Stratovarius */ /** @file Vision Sharpened Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend Normal: Your ally can see the unseen in the warp and weft of air nearby. Your ally gains See Invisibility. Reverse: With the reverse of this utterance, your target disappears from view. Your ally becomes invisibile. */ #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.nPen = GetTrueSpeakPenetration(oTrueSpeaker); utter.fDur = RoundsToSeconds(5); int nSRCheck; 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_VISION_SHARPENED) { // See Invis utter.eLink = EffectLinkEffects(EffectVisualEffect(VFX_DUR_ULTRAVISION), EffectSeeInvisible()); // Impact VFX utter.eLink2 = EffectVisualEffect(VFX_IMP_MAGICAL_VISION); } // The REVERSE effect of the Utterance goes here else // UTTER_VISION_SHARPENED_R { // If the Spell Penetration fails, don't apply any effects nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // Invis utter.eLink = EffectLinkEffects(EffectInvisibility(INVISIBILITY_TYPE_NORMAL), EffectVisualEffect(VFX_DUR_INVISIBILITY)); // Impact VFX utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_MIND); } } // 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 stops it if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance }