Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
114 lines
4.0 KiB
Plaintext
114 lines
4.0 KiB
Plaintext
/*
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----------------
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Cloud Mind, Mass
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psi_pow_cldmndm
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----------------
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25/9/07 by Stratovarius
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*/ /** @file
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Cloud Mind, Mass
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Telepathy [Mind-Affecting]
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Level: Psion/wilder 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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Target: One creature/level
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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: 11
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Metapsionics: Extend, Twin
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You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds.
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However, if you attack any creature they becomes fully aware of your presence.
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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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object oTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oTarget,
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PowerAugmentationProfile(),
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METAPSIONIC_EXTEND | 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);
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int nPen = GetPsiPenetration(oManifester);
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effect eLink = EffectFascinate();
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effect eVis = EffectVisualEffect(VFX_IMP_SLOW);
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effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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float fDur = 60.0f * manif.nManifesterLevel;
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float fRadius = FeetToMeters(25.0 + (5 * (manif.nManifesterLevel / 2)));
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location lOrigin = GetLocation(oManifester);
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if(manif.bExtend) fDur *= 2;
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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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// Do area VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lOrigin);
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// Loop over targets in the line shape
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// Difficulty & faction limits on targeting
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if(GetIsEnemy(oTarget, oManifester))
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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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// Make an SR check
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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//Make a saving throw check
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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 cloud mind effect effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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int nRep = GetReputation(oTarget, oManifester);
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AssignCommand(oManifester, ClearAllActions(TRUE));
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AssignCommand(oTarget, ClearAllActions(TRUE));
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AdjustReputation(oManifester, oTarget, 100);
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DelayCommand(fDur, AdjustReputation(oManifester, oTarget, nRep));
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}// end if - Save
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}// end if - SR check
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}// end if - Allowed to target this object
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}
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}
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}
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