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135 lines
4.9 KiB
Plaintext
135 lines
4.9 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Power: Intellect Fortress
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//:: psi_pow_intfort
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//:://////////////////////////////////////////////
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/** @file
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Intellect Fortress
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Psychokinesis
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Level: Psion/wilder 4
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Manifesting Time: 1 swift action
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Range: 20 ft.
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Area: 20-ft.-radius spread centered on you
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Duration: 1 round
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Saving Throw: None
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Power Resistance: Yes
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Power Points: 7
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Metapsionics: Extend, Widen
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You encase yourself and your allies in a shimmering fortress of telekinetic
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force. All damage from powers and psi-like abilities taken by subjects
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inside the area of the intellect fortress, including ability damage, is
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halved. This lowering takes place prior to the effects of other powers or
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abilities that lessen damage, such as damage reduction and evasion.
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Powers that are not subject to power resistance are not affected by an
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intellect fortress.
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Manifesting this power is a swift action, like manifesting a quickened
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power, and it counts toward the normal limit of one quickened power per
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round.
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Augment: For every additional power point you spend, this power’s duration
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increases by 1 round.
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@author Ornedan
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@date Created - 2006.02.02
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*/
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//:://////////////////////////////////////////////
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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 DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining);
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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(PRC_NO_GENERIC_AUGMENTS,
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1, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_EXTEND | METAPSIONIC_WIDEN
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);
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if(manif.bCanManifest)
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{
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effect eDur = EffectLinkEffects(EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE),
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EffectVisualEffect(PSI_DUR_INTELLECT_FORTRESS)
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);
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effect eVis = EffectVisualEffect(VFX_IMP_MAGIC_PROTECTION);
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effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_10);
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location lTarget = PRCGetSpellTargetLocation();
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object oTarget;
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float fRadius = EvaluateWidenPower(manif, FeetToMeters(12.0f));
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float fDuration = 6.0f * (1 + manif.nTimesAugOptUsed_1);
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if(manif.bExtend) fDuration *= 2;
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// Apply area VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lTarget);
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// Loop over targets
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// Targeting check
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if(oTarget == oManifester ||
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spellsIsTarget(oTarget, SPELL_TARGET_ALLALLIES, oManifester)
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)
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{
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// Set marker local
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SetLocalInt(oTarget, "PRC_Power_IntellectFortress_Active", TRUE);
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// Apply impact VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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// Set a VFX for the monitor to watch
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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// Start the monitor
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DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, manif.nSpellID, FloatToInt(fDuration) / 6));
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}// end if - Targeting check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}// end if - Successfull manifestation
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}
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void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining)
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{
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// Has the power ended since the last beat, or does the duration run out now
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if((--nBeatsRemaining == 0) ||
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PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester)
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)
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{
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if(DEBUG) DoDebug("psi_pow_intfort: Power expired, clearing");
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// Clear the marker
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DeleteLocalInt(oTarget, "PRC_Power_IntellectFortress_Active");
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}
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else
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DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, nSpellID, nBeatsRemaining));
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}
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