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.
157 lines
5.9 KiB
Plaintext
157 lines
5.9 KiB
Plaintext
/*
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----------------
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Eldritch Attraction
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true_utr_eldarct
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----------------
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4/8/06 by Stratovarius
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*/ /** @file
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Eldritch Attraction
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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: Instantaneous
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Spell Resistance: Yes
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Save: None (Normal) or Will Negates (Reverse)
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Metautterances: None
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Normal: The universe responds to your words by forcing your target closer to you.
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Your target is moved closer to you by 40 feet.
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Reverse: Your target is repelled, forced away by your command of Truespeech.
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Your target is moved away from you by 40 feet.
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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 DoPush(object oTarget, object oTrueSpeaker, int nReverse = FALSE);
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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_NONE, 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_ELDRITCH_ATTRACTION)
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{
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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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// Movement
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DoPush(oTarget, oTrueSpeaker, TRUE);
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utter.eLink2 = EffectVisualEffect(VFX_IMP_DIMENSIONLOCK);
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}
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}
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}
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// The REVERSE effect of the Utterance goes here
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else // UTTER_ELDRITCH_ATTRACTION_R
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{
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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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// Movement
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DoPush(oTarget, oTrueSpeaker);
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utter.eLink2 = EffectVisualEffect(VFX_IMP_DIMENSIONLOCK);
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}
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}
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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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if (!nSRCheck && !nSaveCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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void DoPush(object oTarget, object oTrueSpeaker, int nReverse = FALSE)
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{
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// Calculate how far the creature gets pushed
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float fDistance = FeetToMeters(40.0);
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// Flip distance
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if (nReverse) fDistance *= -1;
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// Determine if they hit a wall on the way
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location lTrueSpeaker = GetLocation(oTrueSpeaker);
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location lTargetOrigin = GetLocation(oTarget);
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vector vAngle = AngleToVector(GetRelativeAngleBetweenLocations(lTrueSpeaker, lTargetOrigin));
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vector vTargetOrigin = GetPosition(oTarget);
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vector vTarget = vTargetOrigin + (vAngle * fDistance);
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if(!LineOfSightVector(vTargetOrigin, vTarget))
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{
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// Hit a wall, binary search for the wall
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float fEpsilon = 1.0f; // Search precision
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float fLowerBound = 0.0f; // The lower search bound, initialise to 0
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float fUpperBound = fDistance; // The upper search bound, initialise to the initial distance
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fDistance = fDistance / 2; // The search position, set to middle of the range
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do{
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// Create test vector for this iteration
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vTarget = vTargetOrigin + (vAngle * fDistance);
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// Determine which bound to move.
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if(LineOfSightVector(vTargetOrigin, vTarget))
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fLowerBound = fDistance;
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else
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fUpperBound = fDistance;
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// Get the new middle point
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fDistance = (fUpperBound + fLowerBound) / 2;
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}while(fabs(fUpperBound - fLowerBound) > fEpsilon);
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}
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// Create the final target vector
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vTarget = vTargetOrigin + (vAngle * fDistance);
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// Move the target
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location lTargetDestination = Location(GetArea(oTarget), vTarget, GetFacing(oTarget));
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AssignCommand(oTarget, ClearAllActions(TRUE));
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AssignCommand(oTarget, JumpToLocation(lTargetDestination));
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} |