/* ---------------- Demoralize psi_pow_demoral ---------------- 29/10/04 by Stratovarius */ /** @file Demoralize Telepathy [Mind-Affecting] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius spread centered on you Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin, Widen You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies are unaffected. Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1. */ #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(PRC_NO_GENERIC_AUGMENTS, 2, PRC_UNLIMITED_AUGMENTATION ), METAPSIONIC_EXTEND | METAPSIONIC_TWIN | METAPSIONIC_WIDEN ); if(manif.bCanManifest) { int nDC = GetManifesterDC(oManifester) + manif.nTimesAugOptUsed_1; int nPen = GetPsiPenetration(oManifester); effect eDoom = EffectShaken(); effect eImpact = EffectVisualEffect(VFX_IMP_DOOM); effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30); float fWidth = EvaluateWidenPower(manif, FeetToMeters(30.0f + (5.0f * manif.nTimesAugOptUsed_1))); float fDuration = 60.0f * manif.nManifesterLevel; if(manif.bExtend) fDuration *= 2; location lTarget = GetLocation(oManifester); object oTarget; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Do VFX ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lTarget); // Target loop oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fWidth, lTarget, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { // No scaring self or non-hostiles if(oTarget != oManifester && spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) ) { // Let the AI know PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester); // Check for Power Resistance if(PRCMyResistPower(oManifester, oTarget, nPen)) { // Will negates if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) { // Apply effect and visuals SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDoom, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget); }// end if - Failed save }// end if - SR check }// end if - Target is someone we don't want to skip oTarget = MyNextObjectInShape(SHAPE_SPHERE, fWidth, lTarget, OBJECT_TYPE_CREATURE); }// end while - Target loop }// end for - Twin Power }// end if - Successfull manifestation }