/* ---------------- Precognition psi_pow_precog ---------------- 15/7/05 by Stratovarius */ /** @file Precognition Clairsentience Level: Seer 1 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Metapsionics: Extend Precognition allows your mind to glimpse fragments of potential future events - what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. To apply this bonus for one round, press either the Attack, Save, Skill, or Damage option on the radial menu. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_spells" void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining); 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) { effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); float fDuration = 600.0 * manif.nManifesterLevel; if(manif.bExtend) fDuration *= 2; // Set the marker local SetLocalInt(oTarget, "PRC_Power_Precognition_Active", TRUE); // Set a VFX for the monitor to watch SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel); // Start the monitor DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, manif.nSpellID, FloatToInt(fDuration) / 6)); } } void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining) { // Has the power ended since the last beat, or does the duration run out now if((--nBeatsRemaining == 0) || PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester) ) { if(DEBUG) DoDebug("psi_pow_precog: Power expired, clearing"); // Clear the marker DeleteLocalInt(oTarget, "PRC_Power_Precognition_Active"); } else DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, nSpellID, nBeatsRemaining)); }