PRC8_fork/nwn/trunk/epicspellscripts/ss_ep_piousparly.nss
Jaysyn904 5914ed2ab5 Updated Release Archive
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.
2023-08-22 10:00:21 -04:00

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//:://////////////////////////////////////////////
//:: FileName: "ss_ep_piousparly"
/* Purpose: Pious Parley - this spell will look at the Deity field on the
caster, and will then use that to open the corresponding conversation
for that god with the caster. If no deity name exists on the caster,
a default conversation will open, telling them they're faithless.
*/
//:://////////////////////////////////////////////
//:: Created By: Boneshank
//:: Last Updated On: March 12, 2004
//:://////////////////////////////////////////////
#include "prc_alterations"
//#include "x2_inc_spellhook"
#include "inc_epicspells"
#include "x0_i0_position"
void main()
{
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_DIVINATION);
if (!X2PreSpellCastCode())
{
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
return;
}
if (GetCanCastSpell(OBJECT_SELF, SPELL_EPIC_PIOUS_P))
{
string sDeity = GetDeity(OBJECT_SELF);
string sDeityConv = "pparl_" + GetStringLeft(sDeity, 10);
//Debug.
//SendMessageToPC(OBJECT_SELF, "Deity = " + sDeity);
//SendMessageToPC(OBJECT_SELF, "DeityConv = " + sDeityConv);
location lLoc = GetLocation(OBJECT_SELF);
location lNew;
float fAngle, fDist, fOrient, fDelay;
effect eDur = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
effect eVisG = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
effect eVisN = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
effect eVisE = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
effect eE;
effect eImp = EffectVisualEffect(VFX_IMP_HEALING_S);
int nPray = ANIMATION_LOOPING_MEDITATE;
int nX, nY;
if (GetAlignmentGoodEvil(OBJECT_SELF) == ALIGNMENT_GOOD) eE = eVisG;
else if (GetAlignmentGoodEvil(OBJECT_SELF) == ALIGNMENT_EVIL) eE = eVisE;
else eE = eVisN;
AssignCommand(OBJECT_SELF, ActionPlayAnimation(nPray, 1.0, 6.0));
fDelay = 0.2;
for (nX = 10; nX > 0; nX--)
{
for (nY = 20; nY > 0; nY--)
{
fAngle = IntToFloat(nY * 18);
fDist = IntToFloat(nX);
fOrient = fAngle;
lNew = GenerateNewLocationFromLocation
(lLoc, fDist, fAngle, fOrient);
DelayCommand(fDelay,
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImp, lNew));
}
fDelay += 0.4;
}
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, OBJECT_SELF, 15.0, FALSE, -1, GetTotalCastingLevel(OBJECT_SELF));
DelayCommand(4.0,
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eE, lNew));
//DelayCommand(4.9, AssignCommand(OBJECT_SELF, ClearAllActions()));
DelayCommand(5.0, AssignCommand(OBJECT_SELF,
ActionStartConversation(OBJECT_SELF,
sDeityConv, TRUE, FALSE)));
}
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
}