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.
189 lines
8.9 KiB
Plaintext
189 lines
8.9 KiB
Plaintext
/*
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----------------
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Time Hop
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psi_pow_timehop
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----------------
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27/3/05 by Stratovarius
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*/ /** @file
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Time Hop
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Psychoportation
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Level: Psion/wilder 3
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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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Targets: One Medium or smaller creature
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Duration: 1 round/level; see text
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Saving Throw: Will negates
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Power Resistance: Yes
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Power Points: 5
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Metapsionics: Extend, Twin, Widen
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The subject of the power hops forward in time 1 round for every manifester
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level you have. In effect, the subject seems to disappear in a shimmer of
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silver energy, then reappear after the duration of this power expires. The
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subject reappears in exactly the same orientation and condition as before.
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From the subject’s point of view, no time has passed at all.
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In each round of the power’s duration, it can attempt a DC 15 Wisdom check.
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Success allows the subject to return. The subject can act normally on its
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next turn after this power ends.
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Augment: You can augment this power in one or both of the following ways.
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1. For every 2 additional power points you spend, you can affect a creature
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of one size category larger.
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2. For every 2 additional power points you spend, this power can affect an
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additional target. Any additional target cannot be more than 15 feet from
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another target of the power.
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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 WisCheck(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining);
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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 oMainTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oMainTarget,
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PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
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2, 4,
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2, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_EXTEND | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
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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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int nMaxSize = CREATURE_SIZE_MEDIUM + manif.nTimesAugOptUsed_1;
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int nExtraTargets = manif.nTimesAugOptUsed_2;
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int nTargetsLeft;
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effect eLink = EffectCutsceneParalyze();
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eLink = EffectLinkEffects(eLink, EffectCutsceneGhost());
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eLink = EffectLinkEffects(eLink, EffectEthereal());
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eLink = EffectLinkEffects(eLink, EffectSpellImmunity(SPELL_ALL_SPELLS));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_BLUDGEONING, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_DIVINE, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_MAGICAL, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_PIERCING, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_POSITIVE, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SLASHING, 100));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 100));
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object oExtraTarget;
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location lTarget = GetLocation(oMainTarget);
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float fRadius = EvaluateWidenPower(manif, FeetToMeters(15.0f));
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float fDuration = 6.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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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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// Main target
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// Target size check
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if(PRCGetCreatureSize(oMainTarget) <= nMaxSize)
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{
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// Let the AI know
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PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester);
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// Check for Power Resistance
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if(PRCMyResistPower(oManifester, oMainTarget, nPen))
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{
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// Save - Will negates
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oMainTarget, nDC, SAVING_THROW_TYPE_NONE))
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{
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// Apply effect. Not dispellable
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oMainTarget, fDuration, FALSE);
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// Start Wis check HB
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DelayCommand(6.0f, WisCheck(oManifester, oMainTarget, manif.nSpellID, (FloatToInt(fDuration) / 6) - 1));
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}// end if - Save
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}// end if - SR check
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}// end if - Target size check
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// Additional targets
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if(nExtraTargets)
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{
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// Get targets until out of potential targets or cannot affect any more
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int nTargetsLeft = nExtraTargets;
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oExtraTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(nTargetsLeft > 0 && GetIsObjectValid(oExtraTarget))
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{
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if(oExtraTarget != oManifester && // Does not affect the manifester
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oExtraTarget != oMainTarget && // Does not affect the same target twice
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spellsIsTarget(oExtraTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) && // User gets to pick targets
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PRCGetCreatureSize(oExtraTarget) <= nMaxSize // Target size check
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)
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{
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// Let the AI know
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PRCSignalSpellEvent(oExtraTarget, TRUE, manif.nSpellID, oManifester);
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// Check for Power Resistance
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if(PRCMyResistPower(oManifester, oExtraTarget, nPen))
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{
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// Save - Will negates
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if(!PRCMySavingThrow(SAVING_THROW_WILL, oExtraTarget, nDC, SAVING_THROW_TYPE_NONE))
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{
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// Apply effect. Not dispellable
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oExtraTarget, fDuration, FALSE);
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// Start Wis check HB
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DelayCommand(6.0f, WisCheck(oManifester, oExtraTarget, manif.nSpellID, (FloatToInt(fDuration) / 6) - 1));
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}// end if - Save
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}// end if - SR check
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// Use up a target slot only if we actually did something to it
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nTargetsLeft -= 1;
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}// end if - Targeting check
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//Select the next target within the spell shape.
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oExtraTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}// end if - More than one target
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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void WisCheck(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining)
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{
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if((--nBeatsRemaining == -1) || // Is the power expiring now
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PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester) || // Or has it expired already
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((d20() + GetAbilityModifier(ABILITY_WISDOM, oTarget)) >= 15) // Or does the creature succeed at it's Wis check
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)
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{
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if(DEBUG) DoDebug("psi_pow_timehop: Power expired or Wis check succeeded, clearing");
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// Remove the effects
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PRCRemoveSpellEffects(nSpellID, oManifester, oTarget);
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}
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else
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DelayCommand(6.0f, WisCheck(oManifester, oTarget, nSpellID, nBeatsRemaining));
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}
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