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.
105 lines
3.6 KiB
Plaintext
105 lines
3.6 KiB
Plaintext
/*
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----------------
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Sensory Focus
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true_utr_snsfoc
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----------------
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4/8/06 by Stratovarius
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*/ /** @file
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Sensory Focus
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Level: Evolving Mind 5
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Range: 60 feet
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Target: One Creature
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Duration: 1 Round (Normal) or 3 Rounds (Reverse)
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Spell Resistance: No
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Save: Fortitude
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Metautterances: Extend
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Normal: Your target can pierce the veil of deception and see everything as it truly is.
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Your ally gains trueseeing.
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Reverse: Your words strip away your target's ability to see or hear
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Your target is struck blind and deaf.
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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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/*
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Spellcast Hook Code
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Added 2006-7-19 by Stratovarius
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If you want to make changes to all utterances
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check true_utterhook to find out more
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*/
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if (!TruePreUtterCastCode())
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{
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// If code within the PreUtterCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oTrueSpeaker = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_EVOLVING_MIND);
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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.nSaveType = SAVING_THROW_TYPE_NONE;
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utter.nSaveThrow = SAVING_THROW_FORT;
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utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker);
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utter.nSaveDC = GetTrueSpeakerDC(oTrueSpeaker);
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int nSRCheck;
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int nSaveCheck;
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// The NORMAL effect of the Utterance goes here
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if (utter.nSpellId == UTTER_SENSORY_FOCUS)
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{
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utter.fDur = RoundsToSeconds(1);
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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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// This utterance applies only to friends
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utter.bFriend = TRUE;
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// Lore
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utter.eLink = EffectLinkEffects(EffectTrueSeeing(), EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT));
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}
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// The REVERSE effect of the Utterance goes here
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else // UTTER_SENSORY_FOCUS_R
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{
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utter.fDur = RoundsToSeconds(3);
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// If the Spell Penetration fails, don't apply any effects
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// Its done this way so the law of sequence is applied properly
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nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen);
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if (!nSRCheck && PRCGetIsAliveCreature(oTarget))
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{
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// Saving throw
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nSaveCheck = PRCMySavingThrow(utter.nSaveThrow, oTarget, utter.nSaveDC, utter.nSaveType, OBJECT_SELF);
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if(!nSaveCheck)
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{
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// Concealment
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utter.eLink = EffectLinkEffects(EffectBlindness(), EffectDeaf());
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utter.eLink = EffectLinkEffects(utter.eLink, EffectVisualEffect(VFX_IMP_BLIND_DEAF_M));
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utter.eLink = EffectLinkEffects(utter.eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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}
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}
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}
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if(utter.bExtend) utter.fDur *= 2;
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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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// 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/Save stops it
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if (!nSRCheck && !nSaveCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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