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
		
	
	
	
	
	
| /*
 | |
|    ----------------
 | |
|    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));
 | |
| } |