/* ---------------- Distract psi_pow_distract ---------------- 25/10/04 by Stratovarius */ /** @file Distract Telepathy [Mind-Affecting] Level: Psion/wilder 1, psychic warrior 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Metapsionics: Extend, Twin You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot and Search checks at a -4 penalty. */ #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; object oTarget = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oTarget, PowerAugmentationProfile(), METAPSIONIC_EXTEND | METAPSIONIC_TWIN ); if(manif.bCanManifest) { int nDC = GetManifesterDC(oManifester); int nPen = GetPsiPenetration(oManifester); effect eLink = EffectSkillDecrease(SKILL_SPOT, 4); eLink = EffectLinkEffects(eLink, EffectSkillDecrease(SKILL_SEARCH, 4)); eLink = EffectLinkEffects(eLink, EffectSkillDecrease(SKILL_LISTEN, 4)); eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE)); effect eVis = EffectVisualEffect(VFX_IMP_SLOW); float fDur = 60.0f * manif.nManifesterLevel; if(manif.bExtend) fDur *= 2; // Let the AI know PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester); // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { //Check for Power Resistance if(PRCMyResistPower(oManifester, oTarget, nPen)) { //Make a saving throw check if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) { //Apply VFX Impact and daze effect SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } } } }