/* ---------------- Morale Boost true_utr_mrlbst ---------------- 3/8/06 by Stratovarius */ /** @file Morale Boost Level: Evolving Mind 4 Range: 60 feet Target: One Creature Duration: 5 Rounds Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: Your utterance calms the heart of your target, filling her with resolution and peace. Remove fear from your target. Reverse: Your words evoke feelings of terror, dread, and awe in your target. Your foe struck with fear. */ #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_MORALE_BOOST) { // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; // This utterance applies only to friends utter.bFriend = TRUE; effect eFear = GetFirstEffect(oTarget); //Get the first effect on the current target while(GetIsEffectValid(eFear)) { if (GetEffectType(eFear) == EFFECT_TYPE_FRIGHTENED) { //Remove any fear effects and apply the VFX impact RemoveEffect(oTarget, eFear); } //Get the next effect on the target eFear = GetNextEffect(oTarget); } utter.eLink2 = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION); } // The REVERSE effect of the Utterance goes here else // UTTER_MORALE_BOOST_R { // If the Spell Penetration fails, don't apply any effects // Its done this way so the law of sequence is applied properly 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 = EffectFrightened(); utter.eLink2 = EffectVisualEffect(VFX_IMP_FEAR_S); } } } // 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 && !nSaveCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance }