PRC8/nwn/nwnprc/trunk/newspellbook/true_utr_preclar.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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/*
----------------
Preternatural Clarity
true_utr_preclar
----------------
4/8/06 by Stratovarius
*/ /** @file
Preternatural Clarity
Level: Evolving Mind 5
Range: 60 feet
Target: One Creature
Duration: 1 Round (Normal) or 5 Rounds (Reverse)
Spell Resistance: Yes
Save: None (Normal) or Will Negates (Reverse)
Metautterances: Extend
Normal: You speak and sharpen you ally's mind with an awareness of all that is and all that might be.
Your grant your ally a +5 Attack Bonus, or a +5 Skill boost, or a +5 Saving throw boost.
Reverse: At your command, the universe temporarily becomes incomprehensible to your target.
Your foe becomes confused.
*/
#include "true_inc_trufunc"
#include "true_utterhook"
//#include "prc_alterations"
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();
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.nSaveType = SAVING_THROW_TYPE_NONE;
utter.nSaveThrow = SAVING_THROW_WILL;
utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker);
int nSRCheck;
int nSaveCheck;
// The NORMAL effect of the Utterance goes here
if (utter.nSpellId == UTTER_PRETERNATURAL_CLARITY_ATTACK)
{
utter.fDur = RoundsToSeconds(1);
// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
utter.bIgnoreSR = TRUE;
// This utterance applies only to friends
utter.bFriend = TRUE;
// eLink is used for Duration Effects (Buff/Penalty to AC)
utter.eLink = EffectLinkEffects(EffectAttackIncrease(5), EffectVisualEffect(VFX_DUR_CROWN_OF_GLORY));
// Impact VFX
utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_ODD);
}
// The NORMAL effect of the Utterance goes here
else if (utter.nSpellId == UTTER_PRETERNATURAL_CLARITY_SKILL)
{
utter.fDur = RoundsToSeconds(1);
// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
utter.bIgnoreSR = TRUE;
// This utterance applies only to friends
utter.bFriend = TRUE;
// eLink is used for Duration Effects (Buff/Penalty to AC)
utter.eLink = EffectLinkEffects(EffectSkillIncrease(SKILL_ALL_SKILLS, 5), EffectVisualEffect(VFX_DUR_CROWN_OF_GLORY));
// Impact VFX
utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_ODD);
}
// The NORMAL effect of the Utterance goes here
else if (utter.nSpellId == UTTER_PRETERNATURAL_CLARITY_SAVE)
{
utter.fDur = RoundsToSeconds(1);
// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
utter.bIgnoreSR = TRUE;
// This utterance applies only to friends
utter.bFriend = TRUE;
// eLink is used for Duration Effects (Buff/Penalty to AC)
utter.eLink = EffectLinkEffects(EffectSavingThrowIncrease(SAVING_THROW_ALL, 5), EffectVisualEffect(VFX_DUR_CROWN_OF_GLORY));
// Impact VFX
utter.eLink2 = EffectVisualEffect(VFX_IMP_HEAD_ODD);
}
// The REVERSE effect of the Utterance goes here
else // UTTER_PRETERNATURAL_CLARITY_R
{
utter.fDur = RoundsToSeconds(5);
// If the Spell Penetration fails, don't apply any effects
// Its done this way so the law of sequence is applied properly
nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
if (!nSRCheck)
{
// Saving throw
nSaveCheck = PRCMySavingThrow(utter.nSaveThrow, oTarget, utter.nSaveDC, utter.nSaveType, OBJECT_SELF);
if(!nSaveCheck)
{
// Confusion
utter.eLink = EffectLinkEffects(PRCEffectConfused(), EffectVisualEffect(VFX_DUR_CHAOS_CLOAK));
utter.eLink2 = EffectVisualEffect(VFX_IMP_FEAR_S);
}
}
}
if(utter.bExtend) utter.fDur *= 2;
// 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
if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
}// end if - Successful utterance
}