/* ---------------- Strike of Might true_utr_strkmi ---------------- 1/8/06 by Stratovarius */ /** @file Strike of Might Level: Evolving Mind 2 Range: 60 feet Target: One Creature Duration: 1 Round Spell Resistance: No Save: None Metautterances: Extend Normal: You tap into an ally's damage potential, augmenting his combat abilities substantially Your ally gains +10 damage on his next strike Reverse: You briefly enfeeble an enemy, causing its swing to slow and deal less damage Your target deals 5 less damage on his next attack. */ #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_NONE, LEXICON_EVOLVING_MIND); if(utter.bCanUtter) { // An attempt to apply it to only one attack int nAttacks = GetMainHandAttacks(oTarget) + GetOffHandAttacks(oTarget); utter.fDur = 6.0 / nAttacks; utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker); int nSRCheck; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_STRIKE_MIGHT) { // Used to Ignore SR in Speak Unto the Masses for friendly utterances. utter.bIgnoreSR = TRUE; // This utterance applies only to friends utter.bFriend = TRUE; // Damage boost utter.eLink = EffectDamageIncrease(DAMAGE_BONUS_10); // Impact VFX utter.eLink2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY); } // The REVERSE effect of the Utterance goes here else // UTTER_STRIKE_MIGHT_R { // If the Spell Penetration fails, don't apply any effects nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // Damage Decrease object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget); int nDamage = GetWeaponDamageType(oItem); utter.eLink = EffectDamageDecrease(5, nDamage); // Impact VFX utter.eLink2 = EffectVisualEffect(VFX_IMP_DOOM); } } // 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 }