/* ---------------- Agitate Item true_utr_agititm ---------------- 5/8/06 by Stratovarius */ /** @file Agitate Item Level: Crafted Tool 2 Range: 30 feet. Target: One Object (Or Possesor) Duration: 6 Rounds Spell Resistance: Yes Metautterances: Extend You increase or decrease the temperature of the object, harming creatures in physical contact with it. You affect the target with either the Heat Metal or Chill Metal spell. */ #include "true_inc_trufunc" #include "true_utterhook" //#include "prc_alterations" void DoAgitateMetal(object oTrueSpeaker, object oTarget, int nVFX, int nBeats, int nDamageType, int nRounds); 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(); oTarget = CraftedToolTarget(oTrueSpeaker, oTarget); struct utterance utter = EvaluateUtterance(oTrueSpeaker, oTarget, METAUTTERANCE_EXTEND, LEXICON_CRAFTED_TOOL); if(utter.bCanUtter) { // This is done so Speak Unto the Masses can read it out of the structure utter.nPen = GetTrueSpeakPenetration(oTrueSpeaker); int nRounds = 6; if(utter.bExtend) nRounds *= 2; // If the Spell Penetration fails, don't apply any effects // Its done this way so the law of sequence is applied properly // Applies to both parts of the utterance int nSRCheck = PRCDoResistSpell(oTrueSpeaker, oTarget, utter.nPen); if (!nSRCheck) { // The NORMAL effect of the Utterance goes here if (utter.nSpellId == UTTER_AGITATE_ITEM_HOT /* Example Utterance */) { DoAgitateMetal(oTrueSpeaker, oTarget, VFX_COM_HIT_FIRE, 1, DAMAGE_TYPE_FIRE, nRounds); } // The REVERSE effect of the Utterance goes here else /* Effects of UTTER_AGITATE_ITEM_COLD would be here */ { DoAgitateMetal(oTrueSpeaker, oTarget, VFX_COM_HIT_FROST, 1, DAMAGE_TYPE_COLD, nRounds); } } // Mark for the Law of Sequence. This only happens if the utterance succeeds, which is why its down here. if (!nSRCheck) DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur); }// end if - Successful utterance } void DoAgitateMetal(object oTrueSpeaker, object oTarget, int nVFX, int nBeats, int nDamageType, int nRounds) { // Damage is determined by round int nDamage; if (nBeats == 1) nDamage = 0; else if (nBeats == 2) nDamage = d4(); // Extended version else if (nBeats > 2 && nBeats < 10 && nRounds == 12) nDamage = d4(2); else if (nBeats > 2 && nBeats < 6) nDamage = d4(2); else if (nBeats == 6) nDamage = d4(); // Extended else if (nBeats == 11) nDamage = d4(); else if (nBeats == 12) nDamage = 0; // Impact VFX effect eLink = EffectLinkEffects(EffectVisualEffect(nVFX), EffectDamage(nDamage, nDamageType)); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget); nBeats += 1; if (nRounds >= nBeats) DelayCommand(6.0, DoAgitateMetal(oTrueSpeaker, oTarget, nVFX, nBeats, nDamageType, nRounds)); }