Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
104 lines
3.4 KiB
Plaintext
104 lines
3.4 KiB
Plaintext
/*
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----------------
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Agitate Item
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true_utr_agititm
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----------------
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5/8/06 by Stratovarius
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*/ /** @file
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Agitate Item
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Level: Crafted Tool 2
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Range: 30 feet.
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Target: One Object (Or Possesor)
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Duration: 6 Rounds
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Spell Resistance: Yes
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Metautterances: Extend
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You increase or decrease the temperature of the object, harming creatures in physical contact with it.
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You affect the target with either the Heat Metal or Chill Metal spell.
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*/
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#include "true_inc_trufunc"
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#include "true_utterhook"
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//#include "prc_alterations"
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void DoAgitateMetal(object oTrueSpeaker, object oTarget, int nVFX, int nBeats, int nDamageType, int nRounds);
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2006-7-19 by Stratovarius
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If you want to make changes to all utterances
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check true_utterhook to find out more
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*/
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if (!TruePreUtterCastCode())
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{
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// If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oTrueSpeaker = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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oTarget = CraftedToolTarget(oTrueSpeaker, oTarget);
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struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_CRAFTED_TOOL);
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if(utter.bCanUtter)
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{
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// This is done so Speak Unto the Masses can read it out of the structure
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utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
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int nRounds = 6;
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if(utter.bExtend) nRounds *= 2;
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// If the Spell Penetration fails, don't apply any effects
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// Its done this way so the law of sequence is applied properly
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// Applies to both parts of the utterance
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int nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
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if (!nSRCheck)
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{
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// The NORMAL effect of the Utterance goes here
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if (utter.nSpellId == UTTER_AGITATE_ITEM_HOT /* Example Utterance */)
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{
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DoAgitateMetal(oTrueSpeaker, oTarget, VFX_COM_HIT_FIRE, 1, DAMAGE_TYPE_FIRE, nRounds);
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}
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// The REVERSE effect of the Utterance goes here
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else /* Effects of UTTER_AGITATE_ITEM_COLD would be here */
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{
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DoAgitateMetal(oTrueSpeaker, oTarget, VFX_COM_HIT_FROST, 1, DAMAGE_TYPE_COLD, nRounds);
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}
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}
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// Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here.
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if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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void DoAgitateMetal(object oTrueSpeaker, object oTarget, int nVFX, int nBeats, int nDamageType, int nRounds)
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{
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// Damage is determined by round
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int nDamage;
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if (nBeats == 1) nDamage = 0;
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else if (nBeats == 2) nDamage = d4();
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// Extended version
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else if (nBeats > 2 && nBeats < 10 && nRounds == 12) nDamage = d4(2);
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else if (nBeats > 2 && nBeats < 6) nDamage = d4(2);
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else if (nBeats == 6) nDamage = d4();
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// Extended
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else if (nBeats == 11) nDamage = d4();
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else if (nBeats == 12) nDamage = 0;
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// Impact VFX
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effect eLink = EffectLinkEffects(EffectVisualEffect(nVFX), EffectDamage(nDamage, nDamageType));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
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nBeats += 1;
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if (nRounds >= nBeats)
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DelayCommand(6.0, DoAgitateMetal(oTrueSpeaker, oTarget, nVFX, nBeats, nDamageType, nRounds));
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}
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