/* Dirgesinger's Song of Sorrow */ #include "prc_inc_combat" void main() { if (!GetHasFeat(FEAT_BARD_SONGS, OBJECT_SELF)) { FloatingTextStrRefOnCreature(85587,OBJECT_SELF); // no more bardsong uses left return; } DecrementRemainingFeatUses(OBJECT_SELF, FEAT_BARD_SONGS); if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF)) { FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced return; } //Declare major variables object oPC = OBJECT_SELF; int nDuration = 10; int nDC = 10 + GetSkillRank(SKILL_PERFORM, oPC); int nDamageType; object oItem; effect eDam; effect eWill = EffectSavingThrowDecrease(SAVING_THROW_WILL, 2); effect eAB = EffectAttackDecrease(2); effect eLink = EffectLinkEffects(eAB, eWill); effect eVis = EffectVisualEffect(VFX_DUR_BARD_SONG); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); eLink = EffectLinkEffects(eLink, eDur); effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC); effect eFNF = EffectVisualEffect(VFX_FNF_LOS_EVIL_30); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF)); object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); while(GetIsObjectValid(oTarget)) { // * GZ Oct 2003: If we are silenced, we can not benefit from bard song if (!PRCGetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !PRCGetHasEffect(EFFECT_TYPE_DEAF,oTarget)) { if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId())); if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) { // This part of the song grants a -2 penalty to damage, and its using this toget the proper damage type. oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND); if (GetIsObjectValid(oItem)) { nDamageType = GetWeaponDamageType(oItem); } else // Get the claw { oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R); if (GetIsObjectValid(oItem)) { nDamageType = GetWeaponDamageType(oItem); } } eDam = EffectDamageDecrease(2, nDamageType); eLink = EffectLinkEffects(eLink, eDam); eLink = ExtraordinaryEffect(eLink); //Apply the VFX impact and effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); } } } oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF)); } }