/** @file psi_pow_clrsns Clairvoyant Sense Clairsentience (Scrying) Level: Seer 2 Display: Auditory and visual Manifesting Time: 1 standard action Range: See text Effect: Psionic sensor Duration: 1 min./level (D) Saving Throw: None Power Resistance: No Power Points: 3 Metapsionics: Extend You can see and hear a distant location almost as if you were there. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. No spells or powers may be manifest while using this power. Valid targets are any monster within the same area as the caster. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "inc_dynconv" void ApplyScryEffects(object oPC) { if(DEBUG) DoDebug("prc_inc_scry: ApplyScryEffects():\n" + "oPC = '" + GetName(oPC) + "'" ); // The Scryer is not supposed to be visible, nor can he move or cast // He also can't take damage from scrying effect eLink = EffectSpellImmunity(SPELL_ALL_SPELLS); // Damage immunities eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_BLUDGEONING, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_DIVINE, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_MAGICAL, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_PIERCING, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_POSITIVE, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SLASHING, 100)); eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 100)); // Specific immunities eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEATH)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ENTANGLE)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SLOW)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_PARALYSIS)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SILENCE)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_SNEAK_ATTACK)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_TRAP)); eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS)); // Random stuff eLink = EffectLinkEffects(eLink, EffectCutsceneGhost()); eLink = EffectLinkEffects(eLink, EffectCutsceneImmobilize()); eLink = EffectLinkEffects(eLink, EffectEthereal()); eLink = EffectLinkEffects(eLink, EffectAttackDecrease(50)); eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY)); // Permanent until Scry ends ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eLink), oPC, GetLocalFloat(oPC, "ScryDuration") + 6.0); // Create array for storing a list of the nerfed weapons in array_create(oPC, "Scry_Nerfed"); object oWeapon; itemproperty ipNoDam = ItemPropertyNoDamage(); oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); if(IPGetIsMeleeWeapon(oWeapon)){ if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){ //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE); AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon); array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon); } // Check left hand only if right hand had a weapon oWeapon = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC); if(IPGetIsMeleeWeapon(oWeapon)){ if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){ //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE); AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon); array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon); }} }else if(IPGetIsRangedWeapon(oWeapon)){ if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){ //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE); AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon); array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon); }} oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC); if(GetIsObjectValid(oWeapon)){ if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){ //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE); AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon); array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon); }} oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC); if(GetIsObjectValid(oWeapon)){ if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){ //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE); AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon); array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon); }} oWeapon = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC); if(GetIsObjectValid(oWeapon)){ if(!GetItemHasItemProperty(oWeapon, ITEM_PROPERTY_NO_DAMAGE)){ //SetLocalInt(oWeapon, "BaelnornProjection_NoDamage", TRUE); AddItemProperty(DURATION_TYPE_PERMANENT, ipNoDam, oWeapon); array_set_object(oPC, "Scry_Nerfed", array_get_size(oPC, "Scry_Nerfed"), oWeapon); }} } void main() { /* Spellcast Hook Code Added 2004-11-02 by Stratovarius If you want to make changes to all powers, check psi_spellhook to find out more */ if (!PsiPrePowerCastCode()) { // If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oManifester = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oTarget, PowerAugmentationProfile(), METAPSIONIC_EXTEND ); if(manif.bCanManifest) { float fDur = 60.0 * manif.nManifesterLevel; if(manif.bExtend) fDur *= 2; SetLocalInt(oManifester, "ScryCasterLevel", manif.nManifesterLevel); SetLocalInt(oManifester, "ScrySpellId", manif.nSpellID); SetLocalFloat(oManifester, "ScryDuration", fDur); StartDynamicConversation("prc_scry_conv", oManifester, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oManifester); // Apply the immunity effects ApplyScryEffects(oManifester); } }