113 lines
3.7 KiB
Plaintext
113 lines
3.7 KiB
Plaintext
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/*
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----------------
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Energy Adaption, Specified
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psi_pow_enadpts
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----------------
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6/11/04 by Stratovarius
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*/ /**
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Energy Adaption, Specified
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Psychometabolism [see text]
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Level: Psion/wilder 2, psychic warrior 2
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Manifesting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 10 min./level
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Power Points: 3
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Metapsionics: Extend
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Your body assimilates some of the effect of an energy attack and converts it
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to harmless light. You gain resistance 10 against any attack that deals
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acid, cold, electricity, fire, or sonic damage.
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When you absorb damage, you radiate visible light that illuminates a 60-foot
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radius for a number of rounds equal to the points of damage you successfully
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resisted.
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The energy resistance provided by this power increases to 20 points at 9th
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manifester level and to a maximum of 30 points at 13th level.
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This power<65>s subtype is the same as the type of damage it protects against.
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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_alterations"
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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
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);
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if(manif.bCanManifest)
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{
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float fDuration = 600.0 * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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int nResist, nEnergyType, nVFX;
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if (manif.nManifesterLevel < 9) nResist = 10;
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else if(manif.nManifesterLevel < 13) nResist = 20;
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else nResist = 30;
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switch(manif.nSpellID)
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{
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case POWER_ENERGYADAPTACID:
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nEnergyType = DAMAGE_TYPE_ACID;
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//nVFX = VFX_DUR_PROTECTION_ENERGY_ACID;
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break;
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case POWER_ENERGYADAPTCOLD:
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nEnergyType = DAMAGE_TYPE_COLD;
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//nVFX = VFX_DUR_PROTECTION_ENERGY_COLD;
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break;
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case POWER_ENERGYADAPTELEC:
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nEnergyType = DAMAGE_TYPE_ELECTRICAL;
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//nVFX = VFX_DUR_PROTECTION_ENERGY_ELECT;
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break;
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case POWER_ENERGYADAPTFIRE:
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nEnergyType = DAMAGE_TYPE_FIRE;
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//nVFX = VFX_DUR_PROTECTION_ENERGY_FIRE;
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break;
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case POWER_ENERGYADAPTSONIC:
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nEnergyType = DAMAGE_TYPE_SONIC;
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//nVFX = VFX_DUR_PROTECTION_ENERGY_SONIC;
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break;
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default:
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if(DEBUG) DoDebug("psi_pow_enadapts: ERROR: Unknown spellID: " + IntToString(manif.nSpellID));
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return;
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}
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nVFX = VFX_DUR_PROTECTION_ELEMENTS; /// @todo Remove once the VFX_DUR_PROTECTION_ENERGY_* are working
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effect eLink = EffectDamageResistance(nEnergyType, nResist);
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(nVFX));
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effect eVis = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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