PRC8/nwn/nwnprc/trunk/newspellbook/true_utr_agititm.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*
----------------
Agitate Item
true_utr_agititm
----------------
5/8/06 by Stratovarius
*/ /** @file
Agitate Item
Level: Crafted Tool 2
Range: 30 feet.
Target: One Object (Or Possesor)
Duration: 6 Rounds
Spell Resistance: Yes
Metautterances: Extend
You increase or decrease the temperature of the object, harming creatures in physical contact with it.
You affect the target with either the Heat Metal or Chill Metal spell.
*/
#include "true_inc_trufunc"
#include "true_utterhook"
//#include "prc_alterations"
void DoAgitateMetal(object oTrueSpeaker, object oTarget, int nVFX, int nBeats, int nDamageType, int nRounds);
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();
oTarget = CraftedToolTarget(oTrueSpeaker, oTarget);
struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_CRAFTED_TOOL);
if(utter.bCanUtter)
{
// This is done so Speak Unto the Masses can read it out of the structure
utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
int nRounds = 6;
if(utter.bExtend) nRounds *= 2;
// If the Spell Penetration fails, don't apply any effects
// Its done this way so the law of sequence is applied properly
// Applies to both parts of the utterance
int nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
if (!nSRCheck)
{
// The NORMAL effect of the Utterance goes here
if (utter.nSpellId == UTTER_AGITATE_ITEM_HOT /* Example Utterance */)
{
DoAgitateMetal(oTrueSpeaker, oTarget, VFX_COM_HIT_FIRE, 1, DAMAGE_TYPE_FIRE, nRounds);
}
// The REVERSE effect of the Utterance goes here
else /* Effects of UTTER_AGITATE_ITEM_COLD would be here */
{
DoAgitateMetal(oTrueSpeaker, oTarget, VFX_COM_HIT_FROST, 1, DAMAGE_TYPE_COLD, nRounds);
}
}
// Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here.
if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
}// end if - Successful utterance
}
void DoAgitateMetal(object oTrueSpeaker, object oTarget, int nVFX, int nBeats, int nDamageType, int nRounds)
{
// Damage is determined by round
int nDamage;
if (nBeats == 1) nDamage = 0;
else if (nBeats == 2) nDamage = d4();
// Extended version
else if (nBeats > 2 && nBeats < 10 && nRounds == 12) nDamage = d4(2);
else if (nBeats > 2 && nBeats < 6) nDamage = d4(2);
else if (nBeats == 6) nDamage = d4();
// Extended
else if (nBeats == 11) nDamage = d4();
else if (nBeats == 12) nDamage = 0;
// Impact VFX
effect eLink = EffectLinkEffects(EffectVisualEffect(nVFX), EffectDamage(nDamage, nDamageType));
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
nBeats += 1;
if (nRounds >= nBeats)
DelayCommand(6.0, DoAgitateMetal(oTrueSpeaker, oTarget, nVFX, nBeats, nDamageType, nRounds));
}