/* ---------------- Crisis of Breath psi_pow_crsbrth ---------------- 19/4/05 by Stratovarius */ /** @file Crisis of Breath Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 3 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One breathing humanoid Duration: 1 round/level Saving Throw: Will negates, Fortitude partial; see text Power Resistance: Yes Power Points: 5 Metapsionics: Extend, Twin, Widen You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject’s autonomic breathing cycle. The subject’s lungs do not automatically function again while the power’s duration lasts. If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by remaining in place and gasping for breath. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. If a subject fails a Fortitude save, it falls to 1 HP. In the following round, it drops to -1 hit points and is dying. Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. 3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_spells" void RunImpact(object oTarget, location lTarget, object oManifester, int nSpellID, int nDC, int nRound = 0, int bGoingToDie = FALSE) { // Check if the power has been dispelled or the manifester has died in the meantime if(PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester)) { return; } // Make sure the target is still alive if(!GetIsDead(oTarget)) { // Did the target start choking to death last round? if(bGoingToDie == TRUE) { // HP goes to -1 and we end the effect. The target may or may not have a // chance of survival depending on how well a module follows PnP dying rules int nCurHP = GetCurrentHitPoints(oTarget); effect eDam = EffectDamage(nCurHP + 1); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); // DR can go screw itself if(GetCurrentHitPoints(oTarget) != -1) { int nDamageReduction = GetCurrentHitPoints(oTarget) + 1; while(GetCurrentHitPoints(oTarget) > -1) { eDam = EffectDamage(nDamageReduction + GetCurrentHitPoints(oTarget) + 1); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); // And in case there is a next iteration nDamageReduction += 1; } } return; } // Has the target moved? else if(GetLocation(oTarget) != lTarget) { // Adjust save by amount of rounds spent without breath int nDCTemp = nDC + nRound; nRound += 1; // Roll fortitude if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDCTemp, SAVING_THROW_TYPE_MIND_SPELLS)) { int nCurHP = GetCurrentHitPoints(oTarget); effect eDam = EffectDamage(nCurHP - 1); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); bGoingToDie = TRUE; } } // Not moved, reset counter else nRound = 0; // Schedule next check DelayCommand(6.0f, RunImpact(oTarget, lTarget, oManifester, nSpellID, nDC, nRound, bGoingToDie)); } } int CheckRace(struct manifestation manif, object oTarget) { int nRacial = MyPRCGetRacialType(oTarget); int bTargetRace = FALSE; //Verify that the Racial Type is humanoid if(nRacial == RACIAL_TYPE_DWARF || nRacial == RACIAL_TYPE_ELF || nRacial == RACIAL_TYPE_GNOME || nRacial == RACIAL_TYPE_HUMANOID_GOBLINOID || nRacial == RACIAL_TYPE_HALFLING || nRacial == RACIAL_TYPE_HUMAN || nRacial == RACIAL_TYPE_HALFELF || nRacial == RACIAL_TYPE_HALFORC || nRacial == RACIAL_TYPE_HUMANOID_ORC || nRacial == RACIAL_TYPE_HUMANOID_REPTILIAN ) { bTargetRace = TRUE; } // First augmentation option adds animal, fey, giant, magical beast, and monstrous humanoid to possible target types if(manif.nTimesAugOptUsed_1 == 1 && (nRacial == RACIAL_TYPE_HUMANOID_MONSTROUS || nRacial == RACIAL_TYPE_FEY || nRacial == RACIAL_TYPE_GIANT || nRacial == RACIAL_TYPE_ANIMAL || nRacial == RACIAL_TYPE_MAGICAL_BEAST || nRacial == RACIAL_TYPE_BEAST )) { bTargetRace = TRUE; } // First augmentation option adds aberration, dragon, elemental, and outsider to possible target types if(manif.nTimesAugOptUsed_2 == 1 && (nRacial == RACIAL_TYPE_ABERRATION || nRacial == RACIAL_TYPE_DRAGON || nRacial == RACIAL_TYPE_OUTSIDER || nRacial == RACIAL_TYPE_ELEMENTAL )) { bTargetRace = TRUE; } if (GetHasFeat(FEAT_BREATHLESS, oTarget)) bTargetRace = FALSE; return bTargetRace; } 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 oMainTarget = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oMainTarget, PowerAugmentationProfile(2, 2, 1, 4, 1, 6, 1 ), METAPSIONIC_EXTEND | METAPSIONIC_TWIN | METAPSIONIC_WIDEN ); if(manif.bCanManifest) { int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed; int nPen = GetPsiPenetration(oManifester); int bValidTarget; effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); float fDur = 6.0f * manif.nManifesterLevel; if(manif.bExtend) fDur *= 2; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Do the primary target if it hasn't been already affected in the previous iteration if(!GetLocalInt(oMainTarget, "PRC_CrisisOfBreathMarker")) { if(CheckRace(manif, oMainTarget)) { // Let the AI know PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester); if(PRCMyResistPower(oManifester, oMainTarget, nPen)) { if(!PRCMySavingThrow(SAVING_THROW_WILL, oMainTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && !GetIsImmune(oMainTarget, IMMUNITY_TYPE_MIND_SPELLS)) { SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oMainTarget); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oMainTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel); RunImpact(oMainTarget, GetLocation(oMainTarget), oManifester, manif.nSpellID, nDC); // Set a marker on the target for next iteration, so the heartbeat won't get run twice SetLocalInt(oMainTarget, "PRC_CrisisOfBreathMarker", TRUE); DeleteLocalInt(oMainTarget, "PRC_CrisisOfBreathMarker"); } } else { effect eSmoke = EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oMainTarget); } }// end if - Target is of an affectable type }// end if - Target has no been affected yet if(manif.nTimesAugOptUsed_3 == 1) { location lTarget = PRCGetSpellTargetLocation(); float fRadius = EvaluateWidenPower(manif, FeetToMeters(20.0f)); int nExtraTargets = 4; //Cycle through the targets within the spell shape until you run out of targets. object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oAreaTarget) && nExtraTargets > 0) { if(oAreaTarget != manif.oManifester && spellsIsTarget(oAreaTarget, SPELL_TARGET_STANDARDHOSTILE, manif.oManifester) && !GetLocalInt(oAreaTarget, "PRC_CrisisOfBreathMarker") && CheckRace(manif, oAreaTarget) && oAreaTarget != oMainTarget) { // Let the AI know PRCSignalSpellEvent(oAreaTarget, TRUE, manif.nSpellID, oManifester); if(PRCMyResistPower(oManifester, oAreaTarget, nPen)) { if(!PRCMySavingThrow(SAVING_THROW_WILL, oAreaTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && !GetIsImmune(oAreaTarget, IMMUNITY_TYPE_MIND_SPELLS)) { SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oAreaTarget); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oAreaTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel); RunImpact(oAreaTarget, GetLocation(oAreaTarget), oManifester, manif.nSpellID, nDC); // Set a marker on the target for next iteration, so the heartbeat won't get run twice SetLocalInt(oAreaTarget, "PRC_CrisisOfBreathMarker", TRUE); DeleteLocalInt(oAreaTarget, "PRC_CrisisOfBreathMarker"); } } else { effect eSmoke = EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oAreaTarget); } // Use up a target slot only if we actually did something to it nExtraTargets -= 1; }// end if - Target validity //Select the next target within the spell shape. oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE); }// end while - Get targest }// end if - The augmentation for extra targets was used }// end for - Twin Power }// end if - Successfull manifestation }