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.
117 lines
4.8 KiB
Plaintext
117 lines
4.8 KiB
Plaintext
/*
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----------------
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Temporal Acceleration
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psi_pow_tempacc
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----------------
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27/3/05 by Stratovarius
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*/ /** @file
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Temporal Acceleration
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Psychoportation
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Level: Psion/wilder 6
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Manifesting Time: 1 swift action
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Range: Personal
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Target: You
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Duration: 1 round (in apparent time); see text
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Power Points: 11
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Metapsionics: Extend
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You enter another time frame, speeding up so greatly that all other
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creatures seem frozen, though they are actually still moving at normal
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speed. You are free to act for 1 round of apparent time. You can manifest
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powers, cast spells, move, or perform other types of actions.
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When your temporal acceleration expires, you resume acting during your
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current turn in the standard time frame. You are shaken for 1 round upon
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your return to the standard time frame.
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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 4 additional power points you spend, this power’s
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duration (in apparent time) increases by 1 round.
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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 "inc_timestop"
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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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4, 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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location lTarget = PRCGetSpellTargetLocation();
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effect eImpact = EffectVisualEffect(VFX_FNF_TIME_STOP);
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effect eDur = EffectVisualEffect(PSI_DUR_TEMPORAL_ACCELERATION);
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effect eTStop = EffectTimeStop();
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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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// Local timestop modifications
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if(GetPRCSwitch(PRC_TIMESTOP_LOCAL))
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{
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eTStop = EffectAreaOfEffect(VFX_PER_NEW_TIMESTOP);
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eTStop = EffectLinkEffects(eTStop, EffectEthereal());
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if(GetPRCSwitch(PRC_TIMESTOP_NO_HOSTILE))
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{
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_BULLETS, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_ARROWS, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_BOLTS, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oManifester), fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyNoDamage(), GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oManifester), fDuration);
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/*
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DelayCommand(RoundsToSeconds(nDur), RemoveTimestopEquip());
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string sSpellscript = PRCGetUserSpecificSpellScript();
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DelayCommand(RoundsToSeconds(nDur), PRCSetUserSpecificSpellScript(sSpellscript));
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PRCSetUserSpecificSpellScript("tsspellscript");
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now in main spellhook */
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}
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}
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// Let the AI know - Special handling
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PRCSignalSpellEvent(oTarget, FALSE, SPELL_TIME_STOP, oManifester);
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// Apply the VFX impact and effects
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oManifester, fDuration);
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// Delayed a bit to let the VFX start
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DelayCommand(0.75f, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTStop, oManifester, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel));
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}// end if - Successfull manifestation
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}
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