PRC8_fork/trunk/psionics/psi_pow_intfort.nss

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//:://////////////////////////////////////////////
//:: Power: Intellect Fortress
//:: psi_pow_intfort
//:://////////////////////////////////////////////
/** @file
Intellect Fortress
Psychokinesis
Level: Psion/wilder 4
Manifesting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius spread centered on you
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 7
Metapsionics: Extend, Widen
You encase yourself and your allies in a shimmering fortress of telekinetic
force. All damage from powers and psi-like abilities taken by subjects
inside the area of the intellect fortress, including ability damage, is
halved. This lowering takes place prior to the effects of other powers or
abilities that lessen damage, such as damage reduction and evasion.
Powers that are not subject to power resistance are not affected by an
intellect fortress.
Manifesting this power is a swift action, like manifesting a quickened
power, and it counts toward the normal limit of one quickened power per
round.
Augment: For every additional power point you spend, this power<65>s duration
increases by 1 round.
@author Ornedan
@date Created - 2006.02.02
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_spells"
void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining);
void main()
{
/*
Spellcast Hook Code
Added 2004-11-02 by Stratovarius
If you want to make changes to all powers,
check psi_spellhook to find out more
*/
if (!PsiPrePowerCastCode())
{
// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oManifester = OBJECT_SELF;
struct manifestation manif =
EvaluateManifestation(oManifester, OBJECT_INVALID,
PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
1, PRC_UNLIMITED_AUGMENTATION
),
METAPSIONIC_EXTEND | METAPSIONIC_WIDEN
);
if(manif.bCanManifest)
{
effect eDur = EffectLinkEffects(EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE),
EffectVisualEffect(PSI_DUR_INTELLECT_FORTRESS)
);
effect eVis = EffectVisualEffect(VFX_IMP_MAGIC_PROTECTION);
effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_10);
location lTarget = PRCGetSpellTargetLocation();
object oTarget;
float fRadius = EvaluateWidenPower(manif, FeetToMeters(12.0f));
float fDuration = 6.0f * (1 + manif.nTimesAugOptUsed_1);
if(manif.bExtend) fDuration *= 2;
// Apply area VFX
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lTarget);
// Loop over targets
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
// Targeting check
if(oTarget == oManifester ||
spellsIsTarget(oTarget, SPELL_TARGET_ALLALLIES, oManifester)
)
{
// Set marker local
SetLocalInt(oTarget, "PRC_Power_IntellectFortress_Active", TRUE);
// Apply impact VFX
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
// Set a VFX for the monitor to watch
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
// Start the monitor
DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, manif.nSpellID, FloatToInt(fDuration) / 6));
}// end if - Targeting check
// Get next target
oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}// end while - Target loop
}// end if - Successfull manifestation
}
void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining)
{
// Has the power ended since the last beat, or does the duration run out now
if((--nBeatsRemaining == 0) ||
PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester)
)
{
if(DEBUG) DoDebug("psi_pow_intfort: Power expired, clearing");
// Clear the marker
DeleteLocalInt(oTarget, "PRC_Power_IntellectFortress_Active");
}
else
DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, nSpellID, nBeatsRemaining));
}