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.
109 lines
4.7 KiB
Plaintext
109 lines
4.7 KiB
Plaintext
/*
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----------------
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Oak Body
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psi_pow_oakbody
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----------------
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25/2/04 by Stratovarius
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*/ /** @file
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Oak Body
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Psychometabolism
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Level: Psion/wilder 7, psychic warrior 5
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Manifesting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 min./level
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Power Points: Psion/wilder 13, psychic warrior 9
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Metapsionics: Extend
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This power transforms your body into living oak, which grants you several
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advantages.
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You gain damage reduction 10/ slashing and a +5 bonus to natural armor that
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overlaps (does not stack with) any natural armor bonus you may already have.
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You are immune to ability damage, blindness, deafness, disease, drowning,
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poison and stunning.
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You take only half damage from cold effects of all kinds. However, you gain
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vulnerability to fire.
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You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to
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Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to
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half normal. You have arcane spell failure chance of 25%.
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Augment: For every additional power point you spend, this power’s duration
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increases by 1 minute.
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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_alterations"
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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_EXTEND
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);
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if(manif.bCanManifest)
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{
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effect eLink = EffectDamageResistance(DAMAGE_TYPE_SLASHING, 10);
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eLink = EffectLinkEffects(eLink, EffectACIncrease(5, AC_NATURAL_BONUS));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE));
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eLink = EffectLinkEffects(eLink, EffectSpellImmunity(SPELL_DROWN));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_POISON));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_STUN));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 50));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityDecrease(DAMAGE_TYPE_FIRE, 50));
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eLink = EffectLinkEffects(eLink, EffectAbilityIncrease(ABILITY_STRENGTH, 4));
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eLink = EffectLinkEffects(eLink, EffectMovementSpeedDecrease(50));
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// eLink = EffectLinkEffects(eLink, EffectSpellFailure(25, SPELL_SCHOOL_GENERAL));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_FREEDOM_OF_MOVEMENT));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROT_BARKSKIN));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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eVis = EffectLinkEffects(eVis, EffectVisualEffect(VFX_FNF_NATURES_BALANCE));
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eVis = EffectLinkEffects(eVis, EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE));
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float fDuration = 60.0f * (manif.nManifesterLevel + manif.nTimesAugOptUsed_1);
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if(manif.bExtend) fDuration *= 2;
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ApplyAbilityDamage(oTarget, ABILITY_DEXTERITY, 2, DURATION_TYPE_TEMPORARY, FALSE, fDuration, TRUE);
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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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// Apply ASF to hide
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyArcaneSpellFailure(IP_CONST_ARCANE_SPELL_FAILURE_PLUS_25_PERCENT), GetPCSkin(oTarget), fDuration);
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}// end if - Successfull manifestation
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}
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