/* ---------------- Word of Nurturing, Critical true_utr_wrdntcr ---------------- 19/7/06 by Stratovarius */ /** @file Word of Nurturing, Critical Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 5 Rounds or 1 round Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: Your ally experiences a tremendous rejuvenation as healing energy soothes her wounds. Your ally gains regeneration +15. Reverse: Massive rents and tears appear on the body of your foe. Your foe takes a 8d6 damage, and 8d6 damage the next round if you concentrate. Concentration involves doing nothing more strenous than moving. */ #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 | METAUTTERANCE_EMPOWER), 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_WORD_NURTURING_CRITICAL) { // 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.fDur = RoundsToSeconds(5); // Regeneration utter.eLink = EffectRegenerate(15, 6.0); // Impact VFX utter.eLink2 = EffectVisualEffect(VFX_IMP_HEALING_M_MAG); } // The REVERSE effect of the Utterance goes here else // UTTER_WORD_NURTURING_CRITICAL_R { utter.fDur = RoundsToSeconds(1); // If the Spell Penetration fails, don't apply any effects nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // Skill Penalty utter.eLink = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); // Impact VFX int nDamage = d6(8); // Empower it if(utter.bEmpower) nDamage += (nDamage/2); utter.eLink2 = EffectLinkEffects(EffectVisualEffect(VFX_IMP_MAGCYA), EffectDamage(nDamage)); // This takes care of the concentration bit of the utterance DelayCommand(6.0, DoWordOfNurturingReverse(oTrueSpeaker, oTarget, utter)); } } if(utter.bExtend) utter.fDur *= 2; // This stops a bug where it doesnt apply for the first round and so they only get 4 rounds of healing if (utter.nSpellId == UTTER_WORD_NURTURING_CRITICAL) utter.fDur += 6.0; // 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 }