Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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} |