forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
114 lines
4.0 KiB
Plaintext
114 lines
4.0 KiB
Plaintext
/*
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----------------
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Cloud Mind, Mass
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psi_pow_cldmndm
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----------------
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25/9/07 by Stratovarius
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*/ /** @file
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Cloud Mind, Mass
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Telepathy [Mind-Affecting]
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Level: Psion/wilder 6
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Manifesting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: One creature/level
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Duration: 1 min./level
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Saving Throw: Will negates
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Power Resistance: Yes
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Power Points: 11
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Metapsionics: Extend, Twin
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You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds.
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However, if you attack any creature they becomes fully aware of your presence.
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*/
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#include "psi_inc_psifunc"
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#include "psi_inc_pwresist"
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#include "psi_spellhook"
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#include "prc_inc_spells"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2004-11-02 by Stratovarius
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If you want to make changes to all powers,
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check psi_spellhook to find out more
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*/
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if (!PsiPrePowerCastCode())
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{
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// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oManifester = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oTarget,
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PowerAugmentationProfile(),
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METAPSIONIC_EXTEND | METAPSIONIC_TWIN
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);
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if(manif.bCanManifest)
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{
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int nDC = GetManifesterDC(oManifester);
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int nPen = GetPsiPenetration(oManifester);
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effect eLink = EffectFascinate();
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effect eVis = EffectVisualEffect(VFX_IMP_SLOW);
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effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_20);
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float fDur = 60.0f * manif.nManifesterLevel;
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float fRadius = FeetToMeters(25.0 + (5 * (manif.nManifesterLevel / 2)));
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location lOrigin = GetLocation(oManifester);
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if(manif.bExtend) fDur *= 2;
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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// Handle Twin Power
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int nRepeats = manif.bTwin ? 2 : 1;
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for(; nRepeats > 0; nRepeats--)
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{
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// Do area VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lOrigin);
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// Loop over targets in the line shape
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// Difficulty & faction limits on targeting
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if(GetIsEnemy(oTarget, oManifester))
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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// Make an SR check
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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//Make a saving throw check
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS))
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{
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//Apply VFX Impact and cloud mind effect effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDur, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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int nRep = GetReputation(oTarget, oManifester);
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AssignCommand(oManifester, ClearAllActions(TRUE));
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AssignCommand(oTarget, ClearAllActions(TRUE));
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AdjustReputation(oManifester, oTarget, 100);
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DelayCommand(fDur, AdjustReputation(oManifester, oTarget, nRep));
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}// end if - Save
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}// end if - SR check
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}// end if - Allowed to target this object
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}
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}
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}
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