/* ---------------- Mental Disruption psi_pow_mntdsrp ---------------- 7/11/04 by Stratovarius */ /** @file Mental Disruption Telepathy [Mind-Affecting] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 3 Metapsionics: Twin, Widen You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round. Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power’s save DC increases by 1. 2. For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_spells" 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; struct manifestation manif = EvaluateManifestation(oManifester, OBJECT_INVALID, PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS, 2, PRC_UNLIMITED_AUGMENTATION, 2, PRC_UNLIMITED_AUGMENTATION ), METAPSIONIC_TWIN | METAPSIONIC_WIDEN ); if(manif.bCanManifest) { int nDC = GetManifesterDC(oManifester) + manif.nTimesAugOptUsed_1; int nPen = GetPsiPenetration(oManifester); effect eLink = EffectDazed(); eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE)); eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE)); effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30); float fRadius = EvaluateWidenPower(manif, FeetToMeters(10.0f + (5.0f * manif.nTimesAugOptUsed_2))); location lTarget = PRCGetSpellTargetLocation(); object oTarget; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Apply impact VFX ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget); oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, FALSE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { if(oTarget != oManifester && // No targeting self spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) // Select only hostiles ) { // Let the AI know PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester); // Check for Power Resistance if(PRCMyResistPower(oManifester, oTarget, nPen)) { // Save - Will negates if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) { // Apply effect & VFX SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0f, TRUE, manif.nSpellID, manif.nManifesterLevel); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); }// end if - Save }// end if - SR check }// end if - Target validity check // Get next target oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, FALSE, OBJECT_TYPE_CREATURE); }// end while - Target loop }// end for - Twin Power }// end if - Successfull manifestation }