PRC8_fork/trunk/psionics/psi_pow_rmtvwtrp.nss
Jaysyn904 1662218bb4 Initial upload.
Adding base PRC 4.19a files to repository.
2022-10-07 13:51:24 -04:00

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/*
----------------
Remote View Trap
psi_pow_rmtvwtrp
----------------
11/05/07 by Stratovarius
*/ /** @file
Remote View Trap
Clairsentience [Electricity]
Level: Psion/wilder 6
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours + 1 hour/level
Saving Throw: Will half; see text
Power Resistance: No
Power Points: 11
Metapsionics: Extend
When others use clairvoyant sense, remote viewing, or other means of scrying
you from afar, your prepared trap gives them a nasty surprise. If the scryer
fails its saving throw, you are undetected. Moreover, the would-be observer
takes 8d6 points of electricity damage. If the scryer makes its saving throw,
it takes only 4d6 points of electricity damage and is able to observe you
normally. Either way, you are aware of the attempt to view you, but not of
the viewer or the viewers location.
*/
#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 fDur = HoursToSeconds(24) + HoursToSeconds(manif.nManifesterLevel);
if(manif.bExtend) fDur *= 2;
effect eEffect = EffectLinkEffects(EffectSkillIncrease(SKILL_HEAL, 1), EffectSkillDecrease(SKILL_HEAL, 1));
//VFX for start & end of the effect
eEffect = EffectLinkEffects(eEffect, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
eEffect = EffectLinkEffects(eEffect, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
//apply the effect
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, fDur);
}
}