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.
152 lines
5.2 KiB
Plaintext
152 lines
5.2 KiB
Plaintext
/*
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----------------
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Psychic Crush
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psi_pow_psycrush
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----------------
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23/2/04 by Stratovarius
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*/ /** @file
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Psychic Crush
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Telepathy [Mind-Affecting]
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Level: Psion/wilder 5
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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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Target: One creature
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Duration: Instantaneous
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Saving Throw: Will partial; see text
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Power Resistance: Yes
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Power Points: 9
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Metapsionics: Empower, Maximize, Twin
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Your will abruptly and brutally crushes the mental essence of any one
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creature, debilitating its acumen. The target must make a Will save with a
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+4 bonus* or collapse unconscious and dying at -1 hit points. If the target
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succeeds on the save, it takes 3d6 points of damage.
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Augment: For every 2 additional power points you spend, this power’s damage
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increases by 1d6 points.
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* Due to the way saves are handled in NWN, this has been implemented as a
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lowered DC instead.
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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 AvoidDR(object oTarget, int nDamage);
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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 oTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oTarget,
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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_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN
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);
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if(manif.bCanManifest)
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{
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int nDC = GetManifesterDC(oManifester) - 4;
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int nPen = GetPsiPenetration(oManifester);
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int nNumberOfDice = 3 + manif.nTimesAugOptUsed_1;
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int nDieSize = 6;
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int nDamage;
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effect eStun = EffectStunned();
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effect eVis = EffectVisualEffect(PSI_FNF_PSYCHIC_CRUSH);
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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 immunity and Power Resistance
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS, oManifester) &&
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PRCMyResistPower(oManifester, oTarget, nPen)
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)
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{
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// Apply VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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// Save - Will partial. On fail stun and HP set to 1
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStun, oTarget, 6.0f, FALSE);
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nDamage = GetCurrentHitPoints(oTarget) + 1;
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}
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// On success 3 + augmentation d6 damage
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else if (!GetHasMettle(oTarget, SAVING_THROW_WILL))
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{
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, 0, TRUE, FALSE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oTarget, oManifester, nDamage, TRUE, FALSE);
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}
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// Apply damage
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AvoidDR(oTarget, nDamage);
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}// end if - Immunity and SR check
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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void AvoidDR(object oTarget, int nDamage)
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{
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int nCurHP = GetCurrentHitPoints(oTarget);
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int nTargetHP = nCurHP - nDamage;
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int nDamageToApply = nDamage;
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effect eDamage;
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// Try magical damage
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eDamage = EffectDamage(nDamageToApply, DAMAGE_TYPE_MAGICAL);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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// Check if the target's HP dropped enough. Skip if the target died on the way
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if(GetCurrentHitPoints(oTarget) > nTargetHP && !GetIsDead(oTarget))
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{
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// Didn't, try again, this time with Divine damage
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nDamageToApply = GetCurrentHitPoints(oTarget) - nTargetHP;
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eDamage = EffectDamage(nDamageToApply, DAMAGE_TYPE_DIVINE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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// Check if the target's HP dropped enough. Skip if the target died on the way
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if(GetCurrentHitPoints(oTarget) > nTargetHP && !GetIsDead(oTarget))
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{
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// Didn't, try again, this time with Positive damage
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nDamageToApply = GetCurrentHitPoints(oTarget) - nTargetHP;
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eDamage = EffectDamage(nDamageToApply, DAMAGE_TYPE_POSITIVE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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// If it still didn't work, just give up. The blighter probably has immunities to everything else, too, anyway
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return;
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}
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}
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} |