/* ---------------- Temporal Spiral true_utr_tmpsprl ---------------- 2/8/06 by Stratovarius */ /** @file Temporal Spiral Level: Evolving Mind 3 Range: 60 feet Target: One Creature Duration: 1 Round (Normal) or 3 Rounds (Reverse) Spell Resistance: Yes Save: None (Normal) or Will Negates (Reverse) Metautterances: Extend Normal: Everything your target does seems quicker. Your ally gains an additional move action (haste). Reverse: This powerful utterance sounds like the churning of ancient earth, freezing your target in place. Your foe is dazed for three rounds. */ #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); int nSRCheck; int nSaveCheck; // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_TEMPORAL_SPIRAL) { // 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) utter.fDur = RoundsToSeconds(1); utter.eLink = EffectHaste(); utter.eLink2 = EffectVisualEffect(VFX_IMP_HASTE); } // The REVERSE effect of the Utterance goes here else // UTTER_TEMPORAL_SPIRAL_R { // Duration for this part utter.fDur = RoundsToSeconds(3); // 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 = EffectDazed(); utter.eLink2 = EffectVisualEffect(VFX_IMP_DAZED_S); } } } if(utter.bExtend) utter.fDur *= 2; // 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 }