/* ---------------- Ward of Peace true_utr_wrdpc ---------------- 4/8/06 by Stratovarius */ /** @file Ward of Peace Level: Evolving Mind 5 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse). Metautterances: Extend Normal: You ward your target from harm with a golden halo, preventing enemies from attacking her. Your ally becomes immune to the blows of the enemy, but can not attack or cast hostile spells. Reverse: With a harsh sequence of words, you force a creature to another plane. Your foe is forced into another plane. */ #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(5); if(utter.bExtend) utter.fDur *= 2; int nSRCheck; int nSaveCheck; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_WARD_PEACE) { // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; // This utterance applies only to friends utter.bFriend = TRUE; // eLink is used for Duration Effects (Buff/Penalty to AC) SetLocalInt(oTarget, "TrueWardOfPeace", TRUE); utter.ipIProp1 = ItemPropertyNoDamage(); object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget); IPSafeAddItemProperty(oItem, utter.ipIProp1, utter.fDur, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); utter.eLink = EffectVisualEffect(VFX_DUR_LIGHTNING_SHELL); SetBaseAttackBonus(1, oTarget); // Just in case anyone tries something tricky if (!GetPlotFlag(oTarget)) { SetPlotFlag(oTarget, TRUE); DelayCommand(utter.fDur, SetPlotFlag(oTarget, FALSE)); } DelayCommand(utter.fDur, RestoreBaseAttackBonus(oTarget)); DelayCommand(utter.fDur, DeleteLocalInt(oTarget, "TrueWardOfPeace")); } // The REVERSE effect of the Utterance goes here else // UTTER_WARD_PEACE_R { // 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) { utter.eLink = EffectCutsceneParalyze(); utter.eLink = EffectLinkEffects(utter.eLink, EffectCutsceneGhost()); utter.eLink = EffectLinkEffects(utter.eLink, EffectEthereal()); utter.eLink = EffectLinkEffects(utter.eLink, EffectSpellImmunity(SPELL_ALL_SPELLS)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_BLUDGEONING, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_DIVINE, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_MAGICAL, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_PIERCING, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_POSITIVE, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SLASHING, 100)); utter.eLink = EffectLinkEffects(utter.eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 100)); } } } // 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); // Clean Up DelayCommand(utter.fDur, DeleteLocalInt(oTrueSpeaker, "TrueCasterLens")); // 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 }