Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/psionics/psi_pow_oakbody.nss
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108
trunk/psionics/psi_pow_oakbody.nss
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/*
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----------------
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Oak Body
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psi_pow_oakbody
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----------------
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25/2/04 by Stratovarius
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*/ /** @file
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Oak Body
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Psychometabolism
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Level: Psion/wilder 7, psychic warrior 5
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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: 1 min./level
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Power Points: Psion/wilder 13, psychic warrior 9
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Metapsionics: Extend
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This power transforms your body into living oak, which grants you several
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advantages.
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You gain damage reduction 10/ slashing and a +5 bonus to natural armor that
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overlaps (does not stack with) any natural armor bonus you may already have.
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You are immune to ability damage, blindness, deafness, disease, drowning,
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poison and stunning.
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You take only half damage from cold effects of all kinds. However, you gain
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vulnerability to fire.
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You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to
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Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to
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half normal. You have arcane spell failure chance of 25%.
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Augment: For every additional power point you spend, this power<65>s duration
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increases by 1 minute.
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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(PRC_NO_GENERIC_AUGMENTS,
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1, PRC_UNLIMITED_AUGMENTATION
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),
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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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effect eLink = EffectDamageResistance(DAMAGE_TYPE_SLASHING, 10);
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eLink = EffectLinkEffects(eLink, EffectACIncrease(5, AC_NATURAL_BONUS));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_BLINDNESS));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DEAFNESS));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_DISEASE));
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eLink = EffectLinkEffects(eLink, EffectSpellImmunity(SPELL_DROWN));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_POISON));
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eLink = EffectLinkEffects(eLink, EffectImmunity(IMMUNITY_TYPE_STUN));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 50));
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eLink = EffectLinkEffects(eLink, EffectDamageImmunityDecrease(DAMAGE_TYPE_FIRE, 50));
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eLink = EffectLinkEffects(eLink, EffectAbilityIncrease(ABILITY_STRENGTH, 4));
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eLink = EffectLinkEffects(eLink, EffectMovementSpeedDecrease(50));
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// eLink = EffectLinkEffects(eLink, EffectSpellFailure(25, SPELL_SCHOOL_GENERAL));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_FREEDOM_OF_MOVEMENT));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROT_BARKSKIN));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS));
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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eVis = EffectLinkEffects(eVis, EffectVisualEffect(VFX_FNF_NATURES_BALANCE));
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eVis = EffectLinkEffects(eVis, EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE));
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float fDuration = 60.0f * (manif.nManifesterLevel + manif.nTimesAugOptUsed_1);
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if(manif.bExtend) fDuration *= 2;
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ApplyAbilityDamage(oTarget, ABILITY_DEXTERITY, 2, DURATION_TYPE_TEMPORARY, FALSE, fDuration, TRUE);
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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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// Apply ASF to hide
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyArcaneSpellFailure(IP_CONST_ARCANE_SPELL_FAILURE_PLUS_25_PERCENT), GetPCSkin(oTarget), fDuration);
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}// end if - Successfull manifestation
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}
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