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.
91 lines
3.5 KiB
Plaintext
91 lines
3.5 KiB
Plaintext
/*
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----------------
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Cadence of the Frightful Mind
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Acolyte of the Ego level 2+
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true_ego_fright
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----------------
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25/8/18 by Stratovarius
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*/ /** @file
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Type of Feat: Class
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Prerequisite: Acolye of the Ego 2+
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Specifics: You can frighten your foes (as the fear spell, PH 229). The DC for the Will save to resist the effect is 10 + your acolyte of the ego level + your Cha modifier + the number of morphic cadences you know. The duration of the effect is 1 round per class level.
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Use: Selected.
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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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// Cadences always use personal truenames, even when targeting another creature
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struct utterance utter = EvaluateUtterance(oTrueSpeaker,
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oTrueSpeaker,
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METAUTTERANCE_NONE/* Use METAUTTERANCE_NONE if it has no Metautterance usable*/,
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LEXICON_EVOLVING_MIND /* Uses the same DC formula*/);
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if(utter.bCanUtter)
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{
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int nClass = GetLevelByClass(CLASS_TYPE_ACOLYTE_EGO, oTrueSpeaker);
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// This is done so Speak Unto the Masses can read it out of the structure
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utter.fDur = RoundsToSeconds(nClass);
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int nDC = 10 + nClass + GetAbilityModifier(ABILITY_CHARISMA, oTrueSpeaker);
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effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
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effect eFear = EffectFrightened();
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effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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float fDelay;
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//Link the fear and mind effects
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utter.eLink = EffectLinkEffects(eFear, eMind);
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utter.eLink = EffectLinkEffects(utter.eLink, eDur);
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//Apply Impact
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, PRCGetSpellTargetLocation());
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//Get first target in the spell cone
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, PRCGetSpellTargetLocation(), TRUE);
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while(GetIsObjectValid(oTarget))
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{
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if (spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
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{
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fDelay = PRCGetRandomDelay();
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FEAR));
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//Make a will save
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, OBJECT_SELF, fDelay))
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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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}
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}
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//Get next target in the spell cone
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, PRCGetSpellTargetLocation(), TRUE);
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}
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// Mark for the Law of Sequence. This only happens if the cadence succeeds, which is why its down here.
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DoLawOfSequence(oTrueSpeaker, utter.nSpellId, utter.fDur);
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}// end if - Successful utterance
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}
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