PRC8/nwn/nwnprc/trunk/newspellbook/true_utr_eldarct.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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/*
----------------
Eldritch Attraction
true_utr_eldarct
----------------
4/8/06 by Stratovarius
*/ /** @file
Eldritch Attraction
Level: Evolving Mind 5
Range: 60 feet
Target: One Creature
Duration: Instantaneous
Spell Resistance: Yes
Save: None (Normal) or Will Negates (Reverse)
Metautterances: None
Normal: The universe responds to your words by forcing your target closer to you.
Your target is moved closer to you by 40 feet.
Reverse: Your target is repelled, forced away by your command of Truespeech.
Your target is moved away from you by 40 feet.
*/
#include "true_inc_trufunc"
#include "true_utterhook"
//#include "prc_alterations"
void DoPush(object oTarget, object oTrueSpeaker, int nReverse = FALSE);
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_NONE, 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_ELDRITCH_ATTRACTION)
{
// 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)
{
// Movement
DoPush(oTarget, oTrueSpeaker, TRUE);
utter.eLink2 = EffectVisualEffect(VFX_IMP_DIMENSIONLOCK);
}
}
}
// The REVERSE effect of the Utterance goes here
else // UTTER_ELDRITCH_ATTRACTION_R
{
// 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)
{
// Movement
DoPush(oTarget, oTrueSpeaker);
utter.eLink2 = EffectVisualEffect(VFX_IMP_DIMENSIONLOCK);
}
}
}
// 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 && !nSaveCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
}// end if - Successful utterance
}
void DoPush(object oTarget, object oTrueSpeaker, int nReverse = FALSE)
{
// Calculate how far the creature gets pushed
float fDistance = FeetToMeters(40.0);
// Flip distance
if (nReverse) fDistance *= -1;
// Determine if they hit a wall on the way
location lTrueSpeaker = GetLocation(oTrueSpeaker);
location lTargetOrigin = GetLocation(oTarget);
vector vAngle = AngleToVector(GetRelativeAngleBetweenLocations(lTrueSpeaker, lTargetOrigin));
vector vTargetOrigin = GetPosition(oTarget);
vector vTarget = vTargetOrigin + (vAngle * fDistance);
if(!LineOfSightVector(vTargetOrigin, vTarget))
{
// Hit a wall, binary search for the wall
float fEpsilon = 1.0f; // Search precision
float fLowerBound = 0.0f; // The lower search bound, initialise to 0
float fUpperBound = fDistance; // The upper search bound, initialise to the initial distance
fDistance = fDistance / 2; // The search position, set to middle of the range
do{
// Create test vector for this iteration
vTarget = vTargetOrigin + (vAngle * fDistance);
// Determine which bound to move.
if(LineOfSightVector(vTargetOrigin, vTarget))
fLowerBound = fDistance;
else
fUpperBound = fDistance;
// Get the new middle point
fDistance = (fUpperBound + fLowerBound) / 2;
}while(fabs(fUpperBound - fLowerBound) > fEpsilon);
}
// Create the final target vector
vTarget = vTargetOrigin + (vAngle * fDistance);
// Move the target
location lTargetDestination = Location(GetArea(oTarget), vTarget, GetFacing(oTarget));
AssignCommand(oTarget, ClearAllActions(TRUE));
AssignCommand(oTarget, JumpToLocation(lTargetDestination));
}