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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----------------
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Energy Negation
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true_utr_ennegt
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----------------
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2/8/06 by Stratovarius
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*/ /** @file
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Energy Negation
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Level: Evolving Mind 3
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Range: 60 feet
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Target: One Creature
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Duration: 5 Rounds
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Spell Resistance: Yes
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Save: None
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Metautterances: Extend, Empower
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Normal: The air crackles with yours words as you protect your target from energy.
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Your target gains Damage Resistance 10/- vs Acid, Cold, Elec, Fire or Sonic. Use the "Energy Negation, Choice" option to pick the damage type.
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Reverse: The flesh and skin of an enemy are imbued with energy, causing it great pain.
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Your foe takes 2d6 damage per round. Acid, Cold, Elec or Fire. Use the "Energy Negation, Choice" option to pick the damage type.
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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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object oTrueSpeaker = OBJECT_SELF;
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// This is the switch that tells what damage type is picked
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if(PRCGetSpellId() == UTTER_ENERGY_NEGATION_CHOICE)
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{
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int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegation");
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string sName;
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switch(nDamageType)
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{
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case DAMAGE_TYPE_ACID:
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nDamageType = DAMAGE_TYPE_COLD;
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sName = "Cold Damage";
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break;
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case DAMAGE_TYPE_COLD:
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nDamageType = DAMAGE_TYPE_ELECTRICAL;
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sName = "Electrical Damage";
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break;
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case DAMAGE_TYPE_ELECTRICAL:
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nDamageType = DAMAGE_TYPE_FIRE;
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sName = "Fire Damage";
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break;
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case DAMAGE_TYPE_FIRE:
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nDamageType = DAMAGE_TYPE_SONIC;
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sName = "Sonic Damage";
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break;
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default:
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nDamageType = DAMAGE_TYPE_ACID;
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sName = "Acid Damage";
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break;
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}
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SetLocalInt(oTrueSpeaker, "TrueEnergyNegation", nDamageType);
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FloatingTextStringOnCreature("Energy Negation Damage Type: " + sName, oTrueSpeaker, FALSE);
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// Exist before we hit the utterance
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return;
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}
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if(!TruePreUtterCastCode()) return;
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object oTarget = PRCGetSpellTargetObject();
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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
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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.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
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utter.fDur = RoundsToSeconds(5);
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if(utter.bExtend) utter.fDur *= 2;
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int nSRCheck;
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int nDamageType = GetLocalInt(oTrueSpeaker, "TrueEnergyNegation");
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if(nDamageType == 0) nDamageType = DAMAGE_TYPE_ACID;
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// The NORMAL effect of the Utterance goes here
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if(utter.nSpellId == UTTER_ENERGY_NEGATION)
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{
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// This utterance applies only to friends
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utter.bFriend = TRUE;
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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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// Damage Resistance
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utter.eLink = EffectLinkEffects(EffectDamageResistance(nDamageType, 10), EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
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// Impact VFX
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utter.eLink2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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}
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// The REVERSE effect of the Utterance goes here
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else // UTTER_ENERGY_NEGATION_R
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{
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// If the Spell Penetration fails, don't apply any effects
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nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
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if(!nSRCheck)
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{
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// Damage
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// Can't do sonic with the damage part of this power
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if(nDamageType == DAMAGE_TYPE_SONIC) nDamageType = DAMAGE_TYPE_ACID;
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utter.eLink = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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int nDamage = d6(2);
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// Empower it
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if(utter.bEmpower) nDamage += (nDamage/2);
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// Impact VFX
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utter.eLink2 = EffectLinkEffects(EffectVisualEffect(VFX_IMP_MAGVIO), EffectDamage(nDamage, nDamageType));
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// Convert the seconds back into rounds for nBeats
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int nBeats = FloatToInt(utter.fDur / 6.0);
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// This takes care of the duration bit of the utterance
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DelayCommand(6.0, DoEnergyNegation(oTrueSpeaker, oTarget, utter, nBeats, nDamageType));
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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) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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} |