//:://///////////////////////////////////////////// //:: Desecrate //:: PRC_TN_desecrate //::////////////////////////////////////////////// /* You create an aura that boosts the undead around you. */ #include "prc_inc_spells" void main() { object oPC = OBJECT_SELF; string nMes = ""; if(!GetHasSpellEffect(SPELL_DES_100) ) { effect eAOE = EffectAreaOfEffect(AOE_MOB_DES_100); //"prc_tn_des_a", "prc_tn_des_a", "prc_tn_des_b"); effect eVis = EffectVisualEffect(VFX_TN_DES_100); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(99)); //rather than a big flashy desecration effect, the alternative is a dark light effect if(GetPRCSwitch(PRC_TRUE_NECROMANCER_ALTERNATE_VISUAL)) eVis = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, HoursToSeconds(99)); nMes = "*Major Desecrate Activated*"; } else { // Removes effects PRCRemoveSpellEffects(SPELL_DES_100, oPC, oPC); nMes = "*Major Desecrate Deactivated*"; } FloatingTextStringOnCreature(nMes, oPC, FALSE); }