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295 lines
12 KiB
Plaintext
295 lines
12 KiB
Plaintext
/*
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----------------
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Crisis of Breath
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psi_pow_crsbrth
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----------------
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19/4/05 by Stratovarius
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*/ /** @file
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Crisis of Breath
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Telepathy (Compulsion) [Mind-Affecting]
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Level: Telepath 3
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Manifesting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./ level)
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Target: One breathing humanoid
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Duration: 1 round/level
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Saving Throw: Will negates, Fortitude partial; see text
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Power Resistance: Yes
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Power Points: 5
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Metapsionics: Extend, Twin, Widen
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You compel the subject to purge its entire store of air in one explosive
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exhalation, and thereby disrupt the subject’s autonomic breathing cycle.
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The subject’s lungs do not automatically function again while the power’s
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duration lasts.
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If the target succeeds on a Will save when crisis of breath is manifested,
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it is unaffected by this power. If it fails its Will save, it can still
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continue to breathe by remaining in place and gasping for breath.
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An affected creature can attempt to take actions normally (instead of
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consciously controlling its breathing), but each round it does so, beginning
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in the round when it failed its Will save, the subject risks blacking out
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from lack of oxygen. It must succeed on a Fortitude save at the end of any
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of its turns in which it did not consciously take a breath. The DC of this
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save increases by 1 in every consecutive round after the first one that goes
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by without a breath; the DC drops back to its original value if the subject
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spends an action to take a breath.
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If a subject fails a Fortitude save, it falls to 1 HP. In the following
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round, it drops to -1 hit points and is dying.
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Augment: You can augment this power in one or more of the following ways.
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1. If you spend 2 additional power points, this power can also affect an
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animal, fey, giant, magical beast, or monstrous humanoid.
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2. If you spend 4 additional power points, this power can also affect an
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aberration, dragon, elemental, or outsider in addition to the creature
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types mentioned above.
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3. If you spend 6 additional power points, this power can affect up to
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four creatures all within a 20-ft.-radius burst.
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In addition, for every 2 additional power points you spend to achieve any of
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these effects, this power’s save DC increases by 1.
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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 RunImpact(object oTarget, location lTarget, object oManifester, int nSpellID, int nDC, int nRound = 0, int bGoingToDie = FALSE)
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{
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// Check if the power has been dispelled or the manifester has died in the meantime
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if(PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester))
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{
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return;
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}
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// Make sure the target is still alive
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if(!GetIsDead(oTarget))
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{
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// Did the target start choking to death last round?
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if(bGoingToDie == TRUE)
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{
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// HP goes to -1 and we end the effect. The target may or may not have a
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// chance of survival depending on how well a module follows PnP dying rules
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int nCurHP = GetCurrentHitPoints(oTarget);
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effect eDam = EffectDamage(nCurHP + 1);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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// DR can go screw itself
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if(GetCurrentHitPoints(oTarget) != -1)
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{
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int nDamageReduction = GetCurrentHitPoints(oTarget) + 1;
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while(GetCurrentHitPoints(oTarget) > -1)
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{
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eDam = EffectDamage(nDamageReduction + GetCurrentHitPoints(oTarget) + 1);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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// And in case there is a next iteration
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nDamageReduction += 1;
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}
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}
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return;
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}
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// Has the target moved?
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else if(GetLocation(oTarget) != lTarget)
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{
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// Adjust save by amount of rounds spent without breath
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int nDCTemp = nDC + nRound;
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nRound += 1;
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// Roll fortitude
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDCTemp, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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int nCurHP = GetCurrentHitPoints(oTarget);
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effect eDam = EffectDamage(nCurHP - 1);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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bGoingToDie = TRUE;
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}
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}
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// Not moved, reset counter
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else
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nRound = 0;
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// Schedule next check
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DelayCommand(6.0f, RunImpact(oTarget, GetLocation(oTarget), oManifester, nSpellID, nDC, nRound, bGoingToDie));
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}
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}
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int CheckRace(struct manifestation manif, object oTarget)
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{
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int nRacial = MyPRCGetRacialType(oTarget);
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int bTargetRace = FALSE;
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//Verify that the Racial Type is humanoid
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if(nRacial == RACIAL_TYPE_DWARF ||
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nRacial == RACIAL_TYPE_ELF ||
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nRacial == RACIAL_TYPE_GNOME ||
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nRacial == RACIAL_TYPE_HUMANOID_GOBLINOID ||
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nRacial == RACIAL_TYPE_HALFLING ||
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nRacial == RACIAL_TYPE_HUMAN ||
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nRacial == RACIAL_TYPE_HALFELF ||
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nRacial == RACIAL_TYPE_HALFORC ||
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nRacial == RACIAL_TYPE_HUMANOID_ORC ||
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nRacial == RACIAL_TYPE_HUMANOID_REPTILIAN
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)
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{
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bTargetRace = TRUE;
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}
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// First augmentation option adds animal, fey, giant, magical beast, and monstrous humanoid to possible target types
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if(manif.nTimesAugOptUsed_1 == 1 &&
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(nRacial == RACIAL_TYPE_HUMANOID_MONSTROUS ||
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nRacial == RACIAL_TYPE_FEY ||
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nRacial == RACIAL_TYPE_GIANT ||
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nRacial == RACIAL_TYPE_ANIMAL ||
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nRacial == RACIAL_TYPE_MAGICAL_BEAST ||
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nRacial == RACIAL_TYPE_BEAST
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))
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{
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bTargetRace = TRUE;
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}
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// First augmentation option adds aberration, dragon, elemental, and outsider to possible target types
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if(manif.nTimesAugOptUsed_2 == 1 &&
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(nRacial == RACIAL_TYPE_ABERRATION ||
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nRacial == RACIAL_TYPE_DRAGON ||
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nRacial == RACIAL_TYPE_OUTSIDER ||
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nRacial == RACIAL_TYPE_ELEMENTAL
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))
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{
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bTargetRace = TRUE;
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}
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if (GetHasFeat(FEAT_BREATHLESS, oTarget)) bTargetRace = FALSE;
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return bTargetRace;
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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(2,
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2, 1,
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4, 1,
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6, 1
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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.nTimesGenericAugUsed;
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int nPen = GetPsiPenetration(oManifester);
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int bValidTarget;
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
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float fDur = 6.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDur *= 2;
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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 the primary target if it hasn't been already affected in the previous iteration
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if(!GetLocalInt(oMainTarget, "PRC_CrisisOfBreathMarker"))
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{
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if(CheckRace(manif, oMainTarget))
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{
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// Let the AI know
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PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester);
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if(PRCMyResistPower(oManifester, oMainTarget, nPen))
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oMainTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && !GetIsImmune(oMainTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oMainTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oMainTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel);
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RunImpact(oMainTarget, GetLocation(oMainTarget), oManifester, manif.nSpellID, nDC);
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// Set a marker on the target for next iteration, so the heartbeat won't get run twice
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SetLocalInt(oMainTarget, "PRC_CrisisOfBreathMarker", TRUE);
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DeleteLocalInt(oMainTarget, "PRC_CrisisOfBreathMarker");
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}
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}
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else
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{
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effect eSmoke = EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oMainTarget);
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}
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}// end if - Target is of an affectable type
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}// end if - Target has no been affected yet
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if(manif.nTimesAugOptUsed_3 == 1)
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{
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location lTarget = PRCGetSpellTargetLocation();
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float fRadius = EvaluateWidenPower(manif, FeetToMeters(20.0f));
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int nExtraTargets = 4;
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//Cycle through the targets within the spell shape until you run out of targets.
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object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oAreaTarget) && nExtraTargets > 0)
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{
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if(oAreaTarget != manif.oManifester &&
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spellsIsTarget(oAreaTarget, SPELL_TARGET_STANDARDHOSTILE, manif.oManifester) &&
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!GetLocalInt(oAreaTarget, "PRC_CrisisOfBreathMarker") &&
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CheckRace(manif, oAreaTarget) &&
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oAreaTarget != oMainTarget)
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{
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// Let the AI know
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PRCSignalSpellEvent(oAreaTarget, TRUE, manif.nSpellID, oManifester);
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if(PRCMyResistPower(oManifester, oAreaTarget, nPen))
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{
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oAreaTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && !GetIsImmune(oAreaTarget, IMMUNITY_TYPE_MIND_SPELLS))
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{
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oAreaTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oAreaTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel);
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RunImpact(oAreaTarget, GetLocation(oAreaTarget), oManifester, manif.nSpellID, nDC);
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// Set a marker on the target for next iteration, so the heartbeat won't get run twice
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SetLocalInt(oAreaTarget, "PRC_CrisisOfBreathMarker", TRUE);
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DeleteLocalInt(oAreaTarget, "PRC_CrisisOfBreathMarker");
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}
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}
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else
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{
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effect eSmoke = EffectVisualEffect(VFX_IMP_WILL_SAVING_THROW_USE);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oAreaTarget);
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}
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// Use up a target slot only if we actually did something to it
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nExtraTargets -= 1;
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}// end if - Target validity
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//Select the next target within the spell shape.
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oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Get targest
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}// end if - The augmentation for extra targets was used
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}// end for - Twin Power
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}// end if - Successfull manifestation
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} |