/* ---------------- Energy Negation true_utr_ennegt ---------------- 2/8/06 by Stratovarius */ /** @file Energy Negation Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None Metautterances: Extend, Empower Normal: The air crackles with yours words as you protect your target from energy. Your target gains Damage Resistance 10/- vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Choice" option to pick the damage type. Reverse: The flesh and skin of an enemy are imbued with energy, causing it great pain. Your foe takes 2d6 damage per round. Acid, Cold, Elec or Fire. Use the "Energy Negation, Choice" option to pick the damage type. */ #include "true_inc_trufunc" #include "true_utterhook" //#include "prc_alterations" void main() { object oTrueSpeaker = OBJECT_SELF; // This is the switch that tells what damage type is picked if(PRCGetSpellId() == UTTER_ENERGY_NEGATION_CHOICE) { int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegation"); string sName; switch(nDamageType) { case DAMAGE_TYPE_ACID: nDamageType = DAMAGE_TYPE_COLD; sName = "Cold Damage"; break; case DAMAGE_TYPE_COLD: nDamageType = DAMAGE_TYPE_ELECTRICAL; sName = "Electrical Damage"; break; case DAMAGE_TYPE_ELECTRICAL: nDamageType = DAMAGE_TYPE_FIRE; sName = "Fire Damage"; break; case DAMAGE_TYPE_FIRE: nDamageType = DAMAGE_TYPE_SONIC; sName = "Sonic Damage"; break; default: nDamageType = DAMAGE_TYPE_ACID; sName = "Acid Damage"; break; } SetLocalInt(oTrueSpeaker, "TrueEnergyNegation", nDamageType); FloatingTextStringOnCreature("Energy Negation Damage Type: " + sName, oTrueSpeaker, FALSE); // Exist before we hit the utterance return; } if(!TruePreUtterCastCode()) return; object oTarget = PRCGetSpellTargetObject(); struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, (METAUTTERANCE_EXTEND | METAUTTERANCE_EMPOWER), LEXICON_EVOLVING_MIND); // If we're just picking, cut out before the actual utterance happens 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); if(utter.bExtend) utter.fDur *= 2; int nSRCheck; int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegation"); if(nDamageType == 0) nDamageType = DAMAGE_TYPE_ACID; // The NORMAL effect of the Utterance goes here if(utter.nSpellId == UTTER_ENERGY_NEGATION) { // This utterance applies only to friends utter.bFriend = TRUE; // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; // Damage Resistance utter.eLink = EffectLinkEffects(EffectDamageResistance(nDamageType, 10), EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS)); // Impact VFX utter.eLink2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION); } // The REVERSE effect of the Utterance goes here else // UTTER_ENERGY_NEGATION_R { // If the Spell Penetration fails, don't apply any effects nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if(!nSRCheck) { // Damage // Can't do sonic with the damage part of this power if(nDamageType == DAMAGE_TYPE_SONIC) nDamageType = DAMAGE_TYPE_ACID; utter.eLink = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); int nDamage = d6(2); // Empower it if(utter.bEmpower) nDamage += (nDamage/2); // Impact VFX utter.eLink2 = EffectLinkEffects(EffectVisualEffect(VFX_IMP_MAGVIO), EffectDamage(nDamage, nDamageType)); // Convert the seconds back into rounds for nBeats int nBeats = FloatToInt(utter.fDur / 6.0); // This takes care of the duration bit of the utterance DelayCommand(6.0, DoEnergyNegation(oTrueSpeaker, oTarget, utter, nBeats, nDamageType)); } } // 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 }