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.
122 lines
4.7 KiB
Plaintext
122 lines
4.7 KiB
Plaintext
/*
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----------------
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Energy Negation, Greater
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true_utr_ennegtg
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----------------
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4/8/06 by Stratovarius
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*/ /** @file
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Energy Negation, Greater
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Level: Evolving Mind 5
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Range: 60 feet
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Target: One Creature
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Duration: 5 Rounds
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Spell Resistance: Yes
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Save: None
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Metautterances: Extend
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Normal: Your utterance renders your target impervious to harm from one type of energy.
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Your target gains Damage Immunity vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Greater, Choice" option to pick the damage type.
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Reverse: You wreathe your ally in energy that lashes out at those who strike him in battle.
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Any foe that strikes your target in melee combat takes 20 points of damage from the chosen element. Acid, Cold, Elec or Fire. Use the "Energy Negation, Greater, Choice" option to pick the damage type.
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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 main()
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{
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object oTrueSpeaker = OBJECT_SELF;
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// This runs regardless of the rest of the utterance
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// If we're just picking, cut out before the actual utterance happens
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// This is the switch that tells what damage type is picked
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if(PRCGetSpellId() == UTTER_ENERGY_NEGATION_GREATER_CHOICE)
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{
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int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegationGreater");
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string sName;
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switch(nDamageType)
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{
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case DAMAGE_TYPE_ACID:
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nDamageType = DAMAGE_TYPE_COLD;
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sName = "Cold Damage";
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break;
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case DAMAGE_TYPE_COLD:
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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sName = "Electrical Damage";
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break;
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case DAMAGE_TYPE_ELECTRICAL:
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nDamageType = DAMAGE_TYPE_FIRE;
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sName = "Fire Damage";
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break;
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case DAMAGE_TYPE_FIRE:
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nDamageType = DAMAGE_TYPE_SONIC;
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sName = "Sonic Damage";
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break;
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default:
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nDamageType = DAMAGE_TYPE_ACID;
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sName = "Acid Damage";
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break;
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}
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SetLocalInt(oTrueSpeaker, "TrueEnergyNegationGreater", nDamageType);
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FloatingTextStringOnCreature("Energy Negation, Greater Damage Type: " + sName, oTrueSpeaker, FALSE);
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// Exist before we hit the utterance
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return;
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}
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if(!TruePreUtterCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_EVOLVING_MIND);
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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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utter.fDur = RoundsToSeconds(5);
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if(utter.bExtend) utter.fDur *= 2;
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int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegationGreater");
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if(nDamageType == 0) nDamageType = DAMAGE_TYPE_ACID;
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// This utterance applies only to friends
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utter.bFriend = TRUE;
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// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
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utter.bIgnoreSR = TRUE;
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// The NORMAL effect of the Utterance goes here
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if(utter.nSpellId == UTTER_ENERGY_NEGATION_GREATER)
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{
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// Damage Immunity
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utter.eLink = EffectLinkEffects(EffectDamageImmunityIncrease(nDamageType, 100), EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
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// Impact VFX
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utter.eLink2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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}
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// The REVERSE effect of the Utterance goes here
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else // UTTER_ENERGY_NEGATION_GREATER_R
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{
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if(nDamageType == DAMAGE_TYPE_SONIC) nDamageType = DAMAGE_TYPE_ACID;
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// Damage Shield,
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utter.eLink = EffectLinkEffects(EffectDamageShield(0, DAMAGE_BONUS_20, nDamageType), EffectVisualEffect(VFX_DUR_CHILL_SHIELD));
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// Impact VFX
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utter.eLink2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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}
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// Duration Effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, utter.eLink, oTarget, utter.fDur, TRUE, utter.nSpellId, utter.nTruespeakerLevel);
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// Impact Effects
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, utter.eLink2, oTarget);
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// Speak Unto the Masses. Swats an area with the effects of this utterance
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DoSpeakUntoTheMasses(oTrueSpeaker, oTarget, utter);
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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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// The utterance isn't active if SR stops it
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DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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} |