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.
134 lines
5.2 KiB
Plaintext
134 lines
5.2 KiB
Plaintext
/*
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Preternatural Clarity
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true_utr_preclar
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----------------
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4/8/06 by Stratovarius
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*/ /** @file
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Preternatural Clarity
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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: 1 Round (Normal) or 5 Rounds (Reverse)
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Spell Resistance: Yes
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Save: None (Normal) or Will Negates (Reverse)
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Metautterances: Extend
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Normal: You speak and sharpen you ally's mind with an awareness of all that is and all that might be.
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Your grant your ally a +5 Attack Bonus, or a +5 Skill boost, or a +5 Saving throw boost.
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Reverse: At your command, the universe temporarily becomes incomprehensible to your target.
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Your foe becomes confused.
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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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/*
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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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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.nSaveType = SAVING_THROW_TYPE_NONE;
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utter.nSaveThrow = SAVING_THROW_WILL;
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utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
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utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker);
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int nSRCheck;
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int nSaveCheck;
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// The NORMAL effect of the Utterance goes here
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if (utter.nSpellId == UTTER_PRETERNATURAL_CLARITY_ATTACK)
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{
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utter.fDur = RoundsToSeconds(1);
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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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// This utterance applies only to friends
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utter.bFriend = TRUE;
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// eLink is used for Duration Effects (Buff/Penalty to AC)
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utter.eLink = EffectLinkEffects(EffectAttackIncrease(5), EffectVisualEffect(VFX_DUR_CROWN_OF_GLORY));
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// Impact VFX
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utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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}
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// The NORMAL effect of the Utterance goes here
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else if (utter.nSpellId == UTTER_PRETERNATURAL_CLARITY_SKILL)
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{
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utter.fDur = RoundsToSeconds(1);
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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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// This utterance applies only to friends
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utter.bFriend = TRUE;
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// eLink is used for Duration Effects (Buff/Penalty to AC)
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utter.eLink = EffectLinkEffects(EffectSkillIncrease(SKILL_ALL_SKILLS, 5), EffectVisualEffect(VFX_DUR_CROWN_OF_GLORY));
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// Impact VFX
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utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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}
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// The NORMAL effect of the Utterance goes here
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else if (utter.nSpellId == UTTER_PRETERNATURAL_CLARITY_SAVE)
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{
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utter.fDur = RoundsToSeconds(1);
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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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// This utterance applies only to friends
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utter.bFriend = TRUE;
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// eLink is used for Duration Effects (Buff/Penalty to AC)
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utter.eLink = EffectLinkEffects(EffectSavingThrowIncrease(SAVING_THROW_ALL, 5), EffectVisualEffect(VFX_DUR_CROWN_OF_GLORY));
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// Impact VFX
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utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_ODD);
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}
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// The REVERSE effect of the Utterance goes here
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else // UTTER_PRETERNATURAL_CLARITY_R
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{
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utter.fDur = RoundsToSeconds(5);
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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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nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
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if (!nSRCheck)
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{
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// Saving throw
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nSaveCheck = PRCMySavingThrow(utter.nSaveThrow, oTarget, utter.nSaveDC, utter.nSaveType, OBJECT_SELF);
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if(!nSaveCheck)
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{
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// Confusion
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utter.eLink = EffectLinkEffects(PRCEffectConfused(), EffectVisualEffect(VFX_DUR_CHAOS_CLOAK));
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utter.eLink2 = EffectVisualEffect(VFX_IMP_FEAR_S);
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}
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}
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}
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if(utter.bExtend) utter.fDur *= 2;
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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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if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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