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.
		
			
				
	
	
		
			127 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			127 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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   ----------------
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   Retrieve
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   psi_pow_retrieve
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   ----------------
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   27/3/05 by Stratovarius
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*/ /** @file
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    Retrieve
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    Psychoportation (Teleportation)
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    Level: Psion/wilder 6
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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 object you can hold or carry in one hand, weighing up to 10 lb./level
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    Duration: Instantaneous
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    Saving Throw: Will negates; see text
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    Power Resistance: No
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    Power Points: 11
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    Metapsionics: None
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    You automatically teleport an item you can see within range directly to your
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    hand. If the object is in the possession of an opponent, it comes to your
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    hand if your opponent fails a Will save. *
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    Augment: For every additional power point you spend, the weight limit of the
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             target increases by 10 pounds.
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    Implementation notes:
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    WARNING: The method used for moving the object involves creating a copy and
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             destroying the original. This may break some modules.
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    * The power will only take a weapon from the main hand if targeted at a
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      creature, and only if that creature is set to be disarmable.
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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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#include "prc_inc_teleport"
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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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                                                       1, PRC_UNLIMITED_AUGMENTATION
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                                                       ),
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                              METAPSIONIC_NONE
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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 nMaxWeight = 100 * (manif.nManifesterLevel + manif.nTimesAugOptUsed_1); // Weight is tenths of a pound
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        // Make sure the target can be teleported
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        if(GetCanTeleport(oTarget, GetLocation(oTarget), TRUE))
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        {
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            // If target is an item
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            if(GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
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            {
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                // And light enough
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                if(GetWeight(oTarget) <= nMaxWeight)
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                {
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                    // Copy it
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                    CopyItem(oTarget, oManifester, FALSE);
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                    MyDestroyObject(oTarget); // Make sure the item does get destroyed
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                }
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                else
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                    FloatingTextStrRefOnCreature(16824062, oManifester, FALSE); // "This item is too heavy for you to pick up"
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            }// end if - Target is an item
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            else if(GetObjectType(oTarget) == OBJECT_TYPE_CREATURE)
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            {
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                // Check disarmability
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                if(GetIsCreatureDisarmable(oTarget) && !GetPRCSwitch(PRC_PNP_DISARM))
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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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                    // Save - Will negates
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                    if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NONE))
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                    {
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                        // Target the creature's mainhand weapon
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                        oTarget = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
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                        // Check that there was anything in the slot
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                        if(GetIsObjectValid(oTarget))
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                        {
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                            // Make sure it's light enough
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                            if(GetWeight(oTarget) <= nMaxWeight)
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                            {
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                                // Copy it and destroy the original
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                                CopyItem(oTarget, oManifester, FALSE);
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                                MyDestroyObject(oTarget); // Make sure the item does get destroyed
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                            }
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                            else
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                                FloatingTextStrRefOnCreature(16824062, oManifester, FALSE); // "This item is too heavy for you to pick up"
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                        }// end if - There is a weapon to yoink
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                    }// end if - Save
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                }// end if - Target is disarmable
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            }// end else - Target is a creature
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        }// end if - Teleportability check
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    }// end if - Successfull manifestation
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}
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