/* ---------------- Energy Adaption, Specified psi_pow_enadpts ---------------- 6/11/04 by Stratovarius */ /** Energy Adaption, Specified Psychometabolism [see text] Level: Psion/wilder 2, psychic warrior 2 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 3 Metapsionics: Extend Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage. When you absorb damage, you radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted. The energy resistance provided by this power increases to 20 points at 9th manifester level and to a maximum of 30 points at 13th level. This power’s subtype is the same as the type of damage it protects against. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_alterations" 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; object oTarget = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oTarget, PowerAugmentationProfile(), METAPSIONIC_EXTEND ); if(manif.bCanManifest) { float fDuration = 600.0 * manif.nManifesterLevel; if(manif.bExtend) fDuration *= 2; int nResist, nEnergyType, nVFX; if (manif.nManifesterLevel < 9) nResist = 10; else if(manif.nManifesterLevel < 13) nResist = 20; else nResist = 30; switch(manif.nSpellID) { case POWER_ENERGYADAPTACID: nEnergyType = DAMAGE_TYPE_ACID; //nVFX = VFX_DUR_PROTECTION_ENERGY_ACID; break; case POWER_ENERGYADAPTCOLD: nEnergyType = DAMAGE_TYPE_COLD; //nVFX = VFX_DUR_PROTECTION_ENERGY_COLD; break; case POWER_ENERGYADAPTELEC: nEnergyType = DAMAGE_TYPE_ELECTRICAL; //nVFX = VFX_DUR_PROTECTION_ENERGY_ELECT; break; case POWER_ENERGYADAPTFIRE: nEnergyType = DAMAGE_TYPE_FIRE; //nVFX = VFX_DUR_PROTECTION_ENERGY_FIRE; break; case POWER_ENERGYADAPTSONIC: nEnergyType = DAMAGE_TYPE_SONIC; //nVFX = VFX_DUR_PROTECTION_ENERGY_SONIC; break; default: if(DEBUG) DoDebug("psi_pow_enadapts: ERROR: Unknown spellID: " + IntToString(manif.nSpellID)); return; } nVFX = VFX_DUR_PROTECTION_ELEMENTS; /// @todo Remove once the VFX_DUR_PROTECTION_ENERGY_* are working effect eLink = EffectDamageResistance(nEnergyType, nResist); eLink = EffectLinkEffects(eLink, EffectVisualEffect(nVFX)); effect eVis = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } }