forked from Jaysyn/PRC8
114 lines
4.0 KiB
Plaintext
114 lines
4.0 KiB
Plaintext
/*
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----------------
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Demoralize
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psi_pow_demoral
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----------------
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29/10/04 by Stratovarius
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*/ /** @file
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Demoralize
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Telepathy [Mind-Affecting]
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Level: Psion/wilder 1
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Manifesting Time: 1 standard action
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Range: 30 ft.
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Area: 30-ft.-radius spread centered on you
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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: 1
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Metapsionics: Extend, Twin, Widen
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You fill your enemies with self-doubt. Any enemy in the area that fails its
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save becomes shaken for the duration of the power. Allies are unaffected.
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Augment: For every 2 additional power points you spend, this power’s range
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and the radius of its area both increase by 5 feet, and the power’s
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save DC increases by 1.
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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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struct manifestation manif =
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EvaluateManifestation(oManifester, OBJECT_INVALID,
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PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
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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) + manif.nTimesAugOptUsed_1;
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int nPen = GetPsiPenetration(oManifester);
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effect eDoom = EffectShaken();
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effect eImpact = EffectVisualEffect(VFX_IMP_DOOM);
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effect eFNF = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
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float fWidth = EvaluateWidenPower(manif, FeetToMeters(30.0f + (5.0f * manif.nTimesAugOptUsed_1)));
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float fDuration = 60.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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location lTarget = GetLocation(oManifester);
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object oTarget;
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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 VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lTarget);
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// Target loop
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fWidth, lTarget, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// No scaring self or non-hostiles
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if(oTarget != oManifester &&
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spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester)
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)
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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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// Check for Power Resistance
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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// Will negates
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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 effect and visuals
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDoom, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oTarget);
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}// end if - Failed save
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}// end if - SR check
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}// end if - Target is someone we don't want to skip
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fWidth, lTarget, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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