PRC8/nwn/nwnprc/trunk/newspellbook/true_utr_ennegt.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
true_utr_ennegt
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2/8/06 by Stratovarius
*/ /** @file
Energy Negation
Level: Evolving Mind 3
Range: 60 feet
Target: One Creature
Duration: 5 Rounds
Spell Resistance: Yes
Save: None
Metautterances: Extend, Empower
Normal: The air crackles with yours words as you protect your target from energy.
Your target gains Damage Resistance 10/- vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Choice" option to pick the damage type.
Reverse: The flesh and skin of an enemy are imbued with energy, causing it great pain.
Your foe takes 2d6 damage per round. Acid, Cold, Elec or Fire. Use the "Energy Negation, Choice" option to pick the damage type.
*/
#include "true_inc_trufunc"
#include "true_utterhook"
//#include "prc_alterations"
void main()
{
object oTrueSpeaker = OBJECT_SELF;
// This is the switch that tells what damage type is picked
if(PRCGetSpellId() == UTTER_ENERGY_NEGATION_CHOICE)
{
int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegation");
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, "TrueEnergyNegation", nDamageType);
FloatingTextStringOnCreature("Energy Negation 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 | METAUTTERANCE_EMPOWER), LEXICON_EVOLVING_MIND); // If we're just picking, cut out before the actual utterance happens
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 nSRCheck;
int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegation");
if(nDamageType == 0) nDamageType = DAMAGE_TYPE_ACID;
// The NORMAL effect of the Utterance goes here
if(utter.nSpellId == UTTER_ENERGY_NEGATION)
{
// This utterance applies only to friends
utter.bFriend = TRUE;
// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
utter.bIgnoreSR = TRUE;
// Damage Resistance
utter.eLink = EffectLinkEffects(EffectDamageResistance(nDamageType, 10), 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_R
{
// If the Spell Penetration fails, don't apply any effects
nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
if(!nSRCheck)
{
// Damage
// Can't do sonic with the damage part of this power
if(nDamageType == DAMAGE_TYPE_SONIC) nDamageType = DAMAGE_TYPE_ACID;
utter.eLink = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
int nDamage = d6(2);
// Empower it
if(utter.bEmpower) nDamage += (nDamage/2);
// Impact VFX
utter.eLink2 = EffectLinkEffects(EffectVisualEffect(VFX_IMP_MAGVIO), EffectDamage(nDamage, nDamageType));
// Convert the seconds back into rounds for nBeats
int nBeats = FloatToInt(utter.fDur / 6.0);
// This takes care of the duration bit of the utterance
DelayCommand(6.0, DoEnergyNegation(oTrueSpeaker, oTarget, utter, nBeats, nDamageType));
}
}
// 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
}