Initial upload.
Adding base PRC 4.19a files to repository.
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143
trunk/psionics/psi_pow_ctrlobj.nss
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143
trunk/psionics/psi_pow_ctrlobj.nss
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/*
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----------------
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Control Object
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prc_pow_ctrlobj
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----------------
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31/7/05 by Stratovarius
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*/ /** @file
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Control Object
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Psychokinesis
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Level: Kineticist 1
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Manifesting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./ level)
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Target: One unattended object
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Duration: 1 round/level
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Saving Throw: None
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Power Resistance: No
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Power Points: 1
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Metapsionics: Extend
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You telekinetically <20>bring to life<66> an inanimate object. Though it is not
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actually alive, the object moves under your control. If it is a weapon, it
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deals the weapons damage plus your Intelligence modifier, otherwise it deals
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1d6 plus your intelligence modifier. This power only works on weapons and
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armour.
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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 ControlObject(object oManifester, object oItem, float fDuration)
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{
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int i = 1;
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object oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oManifester, i);
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while (GetIsObjectValid(oHench))
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{
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if (GetResRef(oHench) == "psi_ctrlobj")
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{
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break;
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}
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i += 1;
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oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oManifester, i);
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}
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//Apply hardness to object
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effect ePhysical1 = EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, 10);
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effect ePhysical2 = EffectDamageResistance(DAMAGE_TYPE_PIERCING, 10);
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effect ePhysical3 = EffectDamageResistance(DAMAGE_TYPE_SLASHING, 10);
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// Link effects
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effect eLink = EffectLinkEffects(ePhysical1, ePhysical2);
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eLink = EffectLinkEffects(eLink, ePhysical3);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oHench, fDuration, FALSE, -1, -1);
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if (GetObjectType(oItem) == OBJECT_TYPE_ITEM)
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{
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CopyItem(oItem, oHench, FALSE);
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DestroyObject(oItem);
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}
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int nWeap = GetWeaponDamageType(oItem);
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if (nWeap != -1)
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{
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ForceEquip(oHench, oItem, INVENTORY_SLOT_RIGHTHAND);
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}
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else
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{
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ForceEquip(oHench, oItem, INVENTORY_SLOT_CHEST);
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}
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int nInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oManifester);
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// Work around for the damage bonus
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int nDam;
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if (nInt >= 20) nDam = DAMAGE_BONUS_20;
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else if (nInt == 19) nDam = DAMAGE_BONUS_19;
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else if (nInt == 18) nDam = DAMAGE_BONUS_18;
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else if (nInt == 17) nDam = DAMAGE_BONUS_17;
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else if (nInt == 16) nDam = DAMAGE_BONUS_16;
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else if (nInt == 15) nDam = DAMAGE_BONUS_15;
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else if (nInt == 14) nDam = DAMAGE_BONUS_14;
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else if (nInt == 13) nDam = DAMAGE_BONUS_13;
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else if (nInt == 12) nDam = DAMAGE_BONUS_12;
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else if (nInt == 11) nDam = DAMAGE_BONUS_11;
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else if (nInt == 10) nDam = DAMAGE_BONUS_10;
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else if (nInt == 9) nDam = DAMAGE_BONUS_9;
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else if (nInt == 8) nDam = DAMAGE_BONUS_8;
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else if (nInt == 7) nDam = DAMAGE_BONUS_7;
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else if (nInt == 6) nDam = DAMAGE_BONUS_6;
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else if (nInt == 5) nDam = DAMAGE_BONUS_5;
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else if (nInt == 4) nDam = DAMAGE_BONUS_4;
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else if (nInt == 3) nDam = DAMAGE_BONUS_3;
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else if (nInt == 2) nDam = DAMAGE_BONUS_2;
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else if (nInt == 1) nDam = DAMAGE_BONUS_1;
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// Null line in the 2da
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else nDam = 0;
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effect eAttack = EffectAttackIncrease(nInt + GetBaseAttackBonus(oManifester));
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effect eDam = EffectDamageIncrease(nDam, DAMAGE_TYPE_BASE_WEAPON);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eAttack, oHench);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDam, oHench);
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}
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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 oItem = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oItem,
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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 = (6.0f * manif.nManifesterLevel) + 6.0f; //So the creature can do something
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if(manif.bExtend) fDuration *= 2;
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MultisummonPreSummon();
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effect eSummon = EffectSummonCreature("psi_ctrlobj", VFX_FNF_SUMMON_CELESTIAL);
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ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eSummon, GetLocation(oManifester), fDuration);
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DelayCommand(1.0,ControlObject(oManifester, oItem, fDuration)); //Make sure the creature is summoned first
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}// end if - Successfull manifestation
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}
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