/* ---------------- Control Air psi_pow_ctrlair ---------------- 26/3/05 by Stratovarius */ /** @file Control Air Psychokinesis Level: Kineticist 2 Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 50-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 3 Metapsionics: Twin, Widen You summon a gust of wind, knocking down everyone in the area unless they succeed at their save. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_spells" 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(), METAPSIONIC_TWIN | METAPSIONIC_WIDEN ); if(manif.bCanManifest) { int nDC = GetManifesterDC(oManifester); int nPen = GetPsiPenetration(oManifester); effect eExplode = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20); effect eWind = EffectVisualEffect(VFX_IMP_PULSE_WIND); effect eKnockdown = EffectKnockdown(); float fWidth = EvaluateWidenPower(manif, FeetToMeters(50.0f)); float fDelay; location lTarget = PRCGetSpellTargetLocation(); object oTarget; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // VFX ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget); // Get targets oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { // Let the AI know PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester); // Don't knock self down if(oTarget != oManifester) { // SR check if(PRCMyResistPower(OBJECT_SELF, oTarget,nPen, fDelay)) { // Fortitude negates if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE)) { SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockdown, oTarget, RoundsToSeconds(3), FALSE); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eWind, oTarget)); } } } oTarget = MyNextObjectInShape(SHAPE_SPHERE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE); }// end while - Target loop }// end for - Twin Power }// end if - Successfull manifestation }