We recently implemented a change to Clerics, breaking them out into three separate classes via domain edits (they may only choose one of our specialized domains), and altering their spell selections based on said domains; Healing (all the heals, mass heals, greater restoration, and ressurection), Death (all the insta-death spells, implosion, et al), and war (divine power, battletide...battle buff spells). We feel that this reduces Clerics from being "Jack-of-all-Trades" engines of destruction, and forces them, based on their RP, to choose a domain to specialize in.
However, on our PW we have Greater Santuary (GS) nerfed to avoid abuse; i.e.
using it as a free invisibilty check to wander through dungeons. It lasts 3 rounds, and cannot be cast again until after a ten minute cool down; we do this in a spellhook script.
Sadly, this has the unintended side effect of placing our Healing clerics at a distinct disadvantage, as they now have none of their offensive power anymore, but the greatest defensive spell in their selection is nerfed to almost be useless.
What I want to do is make some simple checks, and if the conditions are met, enable our Healing clerics to utilize the original version of the spell; failure of these same conditions uses our nerfed version.
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What I would like to do is (I know, probably not the proper commands, but just trying to get it into understandable english.
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{if InParty //Not soloing, to avoid possible abuse
{if PartyInArea //party members present in same area as healer, to prevent abuse
{if GetIsInCombat //Party is in combat, so protected healer mode vital to healer
UseOriginalGreaterSanctuary
}
}
else UseNerfedVersion
}
Here is where I run into issues. I can see nothing that helps me identify if a PC is in a party. My question is, what would I use? Associate? Henchman? Really struggling with this one, so if you can point me in the right direction, I'd appreciate it.
If someone already has something like this and could post an example, I'd appreciate that as well.
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Thanks! Russell