PRC8/nwn/nwnprc/trunk/newspellbook/true_utr_ennegtg.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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/*
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Energy Negation, Greater
true_utr_ennegtg
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4/8/06 by Stratovarius
*/ /** @file
Energy Negation, Greater
Level: Evolving Mind 5
Range: 60 feet
Target: One Creature
Duration: 5 Rounds
Spell Resistance: Yes
Save: None
Metautterances: Extend
Normal: Your utterance renders your target impervious to harm from one type of energy.
Your target gains Damage Immunity vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Greater, Choice" option to pick the damage type.
Reverse: You wreathe your ally in energy that lashes out at those who strike him in battle.
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.
*/
#include "true_inc_trufunc"
#include "true_utterhook"
//#include "prc_alterations"
void main()
{
object oTrueSpeaker = OBJECT_SELF;
// This runs regardless of the rest of the utterance
// If we're just picking, cut out before the actual utterance happens
// This is the switch that tells what damage type is picked
if(PRCGetSpellId() == UTTER_ENERGY_NEGATION_GREATER_CHOICE)
{
int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegationGreater");
string sName;
switch(nDamageType)
{
case DAMAGE_TYPE_ACID:
nDamageType = DAMAGE_TYPE_COLD;
sName = "Cold Damage";
break;
case DAMAGE_TYPE_COLD:
nDamageType = DAMAGE_TYPE_ELECTRICAL;
sName = "Electrical Damage";
break;
case DAMAGE_TYPE_ELECTRICAL:
nDamageType = DAMAGE_TYPE_FIRE;
sName = "Fire Damage";
break;
case DAMAGE_TYPE_FIRE:
nDamageType = DAMAGE_TYPE_SONIC;
sName = "Sonic Damage";
break;
default:
nDamageType = DAMAGE_TYPE_ACID;
sName = "Acid Damage";
break;
}
SetLocalInt(oTrueSpeaker, "TrueEnergyNegationGreater", nDamageType);
FloatingTextStringOnCreature("Energy Negation, Greater Damage Type: " + sName, oTrueSpeaker, FALSE);
// Exist before we hit the utterance
return;
}
if(!TruePreUtterCastCode()) return;
object oTarget = PRCGetSpellTargetObject();
struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_EVOLVING_MIND);
if(utter.bCanUtter)
{
// This is done so Speak Unto the Masses can read it out of the structure
utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
utter.fDur = RoundsToSeconds(5);
if(utter.bExtend) utter.fDur *= 2;
int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegationGreater");
if(nDamageType == 0) nDamageType = DAMAGE_TYPE_ACID;
// This utterance applies only to friends
utter.bFriend = TRUE;
// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
utter.bIgnoreSR = TRUE;
// The NORMAL effect of the Utterance goes here
if(utter.nSpellId == UTTER_ENERGY_NEGATION_GREATER)
{
// Damage Immunity
utter.eLink = EffectLinkEffects(EffectDamageImmunityIncrease(nDamageType, 100), EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
// Impact VFX
utter.eLink2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
}
// The REVERSE effect of the Utterance goes here
else // UTTER_ENERGY_NEGATION_GREATER_R
{
if(nDamageType == DAMAGE_TYPE_SONIC) nDamageType = DAMAGE_TYPE_ACID;
// Damage Shield,
utter.eLink = EffectLinkEffects(EffectDamageShield(0, DAMAGE_BONUS_20, nDamageType), EffectVisualEffect(VFX_DUR_CHILL_SHIELD));
// Impact VFX
utter.eLink2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
}
// Duration Effects
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, utter.eLink, oTarget, utter.fDur, TRUE, utter.nSpellId, utter.nTruespeakerLevel);
// Impact Effects
SPApplyEffectToObject(DURATION_TYPE_INSTANT, utter.eLink2, oTarget);
// Speak Unto the Masses. Swats an area with the effects of this utterance
DoSpeakUntoTheMasses(oTrueSpeaker, oTarget, utter);
// Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here.
// The utterance isn't active if SR stops it
DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
}// end if - Successful utterance
}