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.
141 lines
5.7 KiB
Plaintext
141 lines
5.7 KiB
Plaintext
/*
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----------------
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Disable
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psi_pow_disable
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----------------
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29/10/04 by Stratovarius
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*/ /** @file
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Disable
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Telepathy (Compulsion) [Mind-Affecting]
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Level: Psion/wilder 1
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Manifesting Time: 1 standard action
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Range: 20 ft.
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Area: Cone-shaped emanation centered on you
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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: 1
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Metapsionics: Extend, Twin, Widen
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You broadcast a mental compulsion that convinces one or more creatures of
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4 Hit Dice or less that they are disabled. Creatures with the fewest HD are
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affected first. Among creatures with equal Hit Dice, those who are closest
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to the power’s point of origin are affected first. Hit Dice that are not
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sufficient to affect a creature are wasted.
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Creatures affected by this power believe that they have somehow been brought
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to the brink of unconsciousness and must act accordingly.
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Augment: For every 2 additional power points you spend, this power’s range
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increases by 5 feet and its save DC increases by 1.
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In addition, for every additional power point you spend to increase the range and
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the save DC, this power can affect targets that have Hit Dice equal to 4 + the
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number of additional points.
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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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struct manifestation manif =
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EvaluateManifestation(oManifester, OBJECT_INVALID,
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PowerAugmentationProfile(1,
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2, PRC_UNLIMITED_AUGMENTATION
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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.nTimesAugOptUsed_1;
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int nPen = GetPsiPenetration(oManifester);
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int nMaxHD = 4 + manif.nTimesGenericAugUsed;
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int nHDLeft = nMaxHD;
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int nTargetHD;
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effect eLink = EffectSlow();
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
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float fWidth = EvaluateWidenPower(manif, FeetToMeters(20.0f + (5.0f * manif.nTimesAugOptUsed_1)));
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float fDuration = 60.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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// Determine potential targets
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location lTarget = PRCGetSpellTargetLocation();
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object oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oManifester && // Not the manifester
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spellsIsTarget(oTarget, // Game difficulty adjustment
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SPELL_TARGET_STANDARDHOSTILE,
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oManifester)
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)
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{
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AddToTargetList(oTarget, oManifester, INSERTION_BIAS_HD, FALSE);
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}// end if - target is valid for this
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - target list generation
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// Now get targets until out of affectable HD or out of targets
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oTarget = GetTargetListHead(oManifester);
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while(nHDLeft > 0 && GetIsObjectValid(oTarget))
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{
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nTargetHD = GetHitDice(oTarget);
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if(!GetIsImmune(oTarget, IMMUNITY_TYPE_MIND_SPELLS) && // Check that the target has a mind to affect
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nTargetHD <= nMaxHD && // It has low enough HD to be affectable at all
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nTargetHD <= nHDLeft // There are enough affectable HD left to affect it
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)
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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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// 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 Power Resistance
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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// Will negates
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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 slow effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}// end if - Failed save
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}// end if - SR check
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}// end for - Twin Power
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// Only remove from the HD pool if an attempt was made
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nHDLeft -= nTargetHD;
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}// end if - Target validity testing
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// Get next target, if any
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oTarget = GetTargetListHead(oManifester);
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}// end while - Target loop
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}// end if - Successfull manifestation
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}
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