PRC8/nwn/nwnprc/trunk/newspellbook/true_utr_mrlbst.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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/*
----------------
Morale Boost
true_utr_mrlbst
----------------
3/8/06 by Stratovarius
*/ /** @file
Morale Boost
Level: Evolving Mind 4
Range: 60 feet
Target: One Creature
Duration: 5 Rounds
Spell Resistance: Yes
Save: None (Normal) or Will Negates (Reverse)
Metautterances: Extend
Normal: Your utterance calms the heart of your target, filling her with resolution and peace.
Remove fear from your target.
Reverse: Your words evoke feelings of terror, dread, and awe in your target.
Your foe struck with fear.
*/
#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);
utter.fDur = RoundsToSeconds(5);
if(utter.bExtend) utter.fDur *= 2;
int nSRCheck;
int nSaveCheck;
// The NORMAL effect of the Utterance goes here
if (utter.nSpellId == UTTER_MORALE_BOOST)
{
// Used to Ignore SR in Speak Unto the Masses for friendly utterances.
utter.bIgnoreSR = TRUE;
// This utterance applies only to friends
utter.bFriend = TRUE;
effect eFear = GetFirstEffect(oTarget);
//Get the first effect on the current target
while(GetIsEffectValid(eFear))
{
if (GetEffectType(eFear) == EFFECT_TYPE_FRIGHTENED)
{
//Remove any fear effects and apply the VFX impact
RemoveEffect(oTarget, eFear);
}
//Get the next effect on the target
eFear = GetNextEffect(oTarget);
}
utter.eLink2 = EffectVisualEffect(VFX_IMP_REMOVE_CONDITION);
}
// The REVERSE effect of the Utterance goes here
else // UTTER_MORALE_BOOST_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)
{
// Concealment
utter.eLink = EffectFrightened();
utter.eLink2 = EffectVisualEffect(VFX_IMP_FEAR_S);
}
}
}
// 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
}