Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
205 lines
7.7 KiB
Plaintext
205 lines
7.7 KiB
Plaintext
/*
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----------------
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Banishment, Psionic
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psi_pow_banish
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----------------
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28/4/05 by Stratovarius
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*/ /** @file
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Banishment, Psionic
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Psychoportation
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Level: Nomad 6
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Manifesting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
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Duration: Instantaneous
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Saving Throw: Will negates
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Power Resistance: Yes
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Power Points: 11
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Metapsionics: Twin
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This spell forces extraplanar creatures back to their home plane if they fails a save. Affected creatures include summons,
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outsiders, and elementals. You can banish up to 2 HD per caster level.
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Augment: For every 2 additional power points you spend, this power’s save DC
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increases by 1 and your manifester level increases by 1 for the
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purpose of overcoming power resistance.
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*/
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#include "psi_inc_psifunc"
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#include "psi_inc_pwresist"
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#include "psi_spellhook"
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#include "prc_inc_spells"
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/**
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* This function contains the actual execution of the power. Separated from main() for easier implementation
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* of Twin Power.
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*/
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void DoPower(struct manifestation manif, object oMainTarget, int nDC, int nPen, int nBanishableHD, effect eVis);
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int PRCCanCreatureBeDestroyed(object oTarget)
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{
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if (GetPlotFlag(oTarget) == FALSE && GetImmortal(oTarget) == FALSE)
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{
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return TRUE;
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}
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return FALSE;
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}
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2004-11-02 by Stratovarius
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If you want to make changes to all powers,
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check psi_spellhook to find out more
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*/
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if (!PsiPrePowerCastCode())
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{
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// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oManifester = OBJECT_SELF;
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object oMainTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oMainTarget,
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PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
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2, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_TWIN
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);
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if(manif.bCanManifest)
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{
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// Get more data
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int nDC = GetManifesterDC(oManifester);
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int nPen = GetPsiPenetration(oManifester);
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int nBanishableHD = 2 * manif.nManifesterLevel;
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effect eVis = EffectVisualEffect(VFX_IMP_UNSUMMON);
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// Apply augmentation
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nDC += manif.nTimesAugOptUsed_1;
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nPen += manif.nTimesAugOptUsed_1;
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// Let the main target know about the power use against it
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PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester);
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DoPower(manif, oMainTarget, nDC, nPen, nBanishableHD, eVis);
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if(manif.bTwin)
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DoPower(manif, oMainTarget, nDC, nPen, nBanishableHD, eVis);
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}
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}
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void DoPower(struct manifestation manif, object oMainTarget, int nDC, int nPen, int nBanishableHD, effect eVis)
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{
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// Nuke the main target if it's still alive this iteration and a valid target for this power
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if(!GetIsDead(oMainTarget) &&
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(MyPRCGetRacialType(oMainTarget) == RACIAL_TYPE_OUTSIDER ||
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MyPRCGetRacialType(oMainTarget) == RACIAL_TYPE_ELEMENTAL
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)
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)
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{
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//Check for Power Resistance
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if (PRCMyResistPower(manif.oManifester, oMainTarget, nPen))
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{
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oMainTarget, nDC, SAVING_THROW_TYPE_NONE))
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oMainTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oMainTarget);
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}
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}
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}
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// Get secondary targets
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object oMaster;
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location lLoc = PRCGetSpellTargetLocation();
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// Do some VFX
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, PRCGetSpellTargetLocation());
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//Get the first object in the are of effect
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lLoc);
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// Loop until out of valid targets or HD to banish
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while(GetIsObjectValid(oTarget) && nBanishableHD > 0)
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{
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//does the creature have a master.
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oMaster = GetMaster(oTarget);
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if (oMaster == OBJECT_INVALID)
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{
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oMaster = OBJECT_SELF; // TO prevent problems with invalid objects
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// passed into GetAssociate
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}
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// * Is the creature a summoned associate
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// * or is the creature an outsider
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// * and is there enough points in the pool
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if(// Target validity tests
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(// Special conditions
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(// It's a summon, but not an astral construct
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GetAssociate(ASSOCIATE_TYPE_SUMMONED, oMaster) == oTarget &&
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GetStringLeft(GetTag(oTarget), 14) != "psi_astral_con"
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) || // End - Non-AC summon
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// A familiar
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GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oMaster) == oTarget ||
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// A Bonded Summoner familiar
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GetTag(OBJECT_SELF) == "BONDFAMILIAR" ||
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// An animal companion
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GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oMaster) == oTarget
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) || // End - Special conditions
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// The target is an elemental or an outsider
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MyPRCGetRacialType(oTarget) == RACIAL_TYPE_ELEMENTAL ||
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MyPRCGetRacialType(oTarget) == RACIAL_TYPE_OUTSIDER
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)// End - Target validity tests
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{
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// * March 2003. Added a check so that 'friendlies' will not be
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// * unsummoned.
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, manif.oManifester))
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{
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// Let the target know it's being done something nasty to
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SignalEvent(oTarget, EventSpellCastAt(manif.oManifester, manif.nSpellID));
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// * Must be enough points in the pool to destroy target
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if(nBanishableHD >= GetHitDice(oTarget))
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{
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// * Make SR and will save checks
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if(PRCMyResistPower(manif.oManifester, oTarget, nPen) &&
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!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NONE)
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)
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{
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//Apply the VFX and delay the destruction of the summoned monster so
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//that the script and VFX can play.
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget));
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if(PRCCanCreatureBeDestroyed(oTarget) == TRUE)
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{
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nBanishableHD -= GetHitDice(oTarget);
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//bugfix: Simply destroying the object won't fire it's OnDeath script.
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//Which is bad when you have plot-specific things being done in that
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//OnDeath script... so lets kill it.
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effect eKill = EffectDamage(GetCurrentHitPoints(oTarget));
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//just to be extra-sure... :)
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effect eDeath = EffectDeath(FALSE, FALSE);
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DelayCommand(0.25, ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, oTarget));
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DelayCommand(0.25, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget));
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DeathlessFrenzyCheck(oTarget);
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}
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}
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}
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}// rep check
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}
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//Get next creature in the shape.
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lLoc);
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}
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} |