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.
141 lines
5.7 KiB
Plaintext
141 lines
5.7 KiB
Plaintext
/*
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----------------
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Disable
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psi_pow_disable
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----------------
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29/10/04 by Stratovarius
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*/ /** @file
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Disable
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Telepathy (Compulsion) [Mind-Affecting]
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Level: Psion/wilder 1
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Manifesting Time: 1 standard action
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Range: 20 ft.
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Area: Cone-shaped emanation centered on you
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Duration: 1 min./level
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Saving Throw: Will negates
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Power Resistance: Yes
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Power Points: 1
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Metapsionics: Extend, Twin, Widen
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You broadcast a mental compulsion that convinces one or more creatures of
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4 Hit Dice or less that they are disabled. Creatures with the fewest HD are
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affected first. Among creatures with equal Hit Dice, those who are closest
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to the power’s point of origin are affected first. Hit Dice that are not
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sufficient to affect a creature are wasted.
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Creatures affected by this power believe that they have somehow been brought
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to the brink of unconsciousness and must act accordingly.
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Augment: For every 2 additional power points you spend, this power’s range
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increases by 5 feet and its save DC increases by 1.
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In addition, for every additional power point you spend to increase the range and
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the save DC, this power can affect targets that have Hit Dice equal to 4 + the
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number of additional points.
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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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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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struct manifestation manif =
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EvaluateManifestation(oManifester, OBJECT_INVALID,
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PowerAugmentationProfile(1,
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2, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_EXTEND | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
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);
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if(manif.bCanManifest)
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{
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int nDC = GetManifesterDC(oManifester) + manif.nTimesAugOptUsed_1;
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int nPen = GetPsiPenetration(oManifester);
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int nMaxHD = 4 + manif.nTimesGenericAugUsed;
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int nHDLeft = nMaxHD;
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int nTargetHD;
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effect eLink = EffectSlow();
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
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float fWidth = EvaluateWidenPower(manif, FeetToMeters(20.0f + (5.0f * manif.nTimesAugOptUsed_1)));
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float fDuration = 60.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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// Determine potential targets
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location lTarget = PRCGetSpellTargetLocation();
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object oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oManifester && // Not the manifester
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spellsIsTarget(oTarget, // Game difficulty adjustment
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SPELL_TARGET_STANDARDHOSTILE,
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oManifester)
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)
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{
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AddToTargetList(oTarget, oManifester, INSERTION_BIAS_HD, FALSE);
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}// end if - target is valid for this
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - target list generation
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// Now get targets until out of affectable HD or out of targets
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oTarget = GetTargetListHead(oManifester);
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while(nHDLeft > 0 && GetIsObjectValid(oTarget))
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{
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nTargetHD = GetHitDice(oTarget);
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS) && // Check that the target has a mind to affect
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nTargetHD <= nMaxHD && // It has low enough HD to be affectable at all
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nTargetHD <= nHDLeft // There are enough affectable HD left to affect it
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)
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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// Handle Twin Power
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int nRepeats = manif.bTwin ? 2 : 1;
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for(; nRepeats > 0; nRepeats--)
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{
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//Check for Power Resistance
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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// Will negates
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Apply VFX Impact and slow effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}// end if - Failed save
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}// end if - SR check
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}// end for - Twin Power
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// Only remove from the HD pool if an attempt was made
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nHDLeft -= nTargetHD;
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}// end if - Target validity testing
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// Get next target, if any
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oTarget = GetTargetListHead(oManifester);
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}// end while - Target loop
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}// end if - Successfull manifestation
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}
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