PRC8_fork/nwn/nwnprc/trunk/psionics/psi_pow_crsbrth.nss
Jaysyn904 e81e395031 Added Vow of Poverty
Added Vow of Poverty, Jaebrin, Hobgoblin Warsoul & Forsaker fixes (thanks PRC5 & @Fencas).  Added iprp_matcost.2da for new materials.  Updated PRC8 Tester module.  Cohorts updated to support 8 classes. Fixed ranged disarm w/ Fighter. Updated release archive.
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/*
----------------
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 subjects autonomic breathing cycle.
The subjects lungs do not automatically function again while the powers
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 powers 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
}