Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Mental Disruption
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psi_pow_mntdsrp
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----------------
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7/11/04 by Stratovarius
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*/ /** @file
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Mental Disruption
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Telepathy [Mind-Affecting]
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Level: Psion/wilder 2
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Manifesting Time: 1 standard action
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Range: 10 ft.
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Area: 10-ft.-radius spread centered on you
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Duration: Instantaneous
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Saving Throw: Will negates
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Power Resistance: Yes
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Power Points: 3
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Metapsionics: Twin, Widen
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You generate a mental wave of confusion that instantly sweeps out from your
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location. All creatures you designate in the affected area (you can choose
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certain creatures to be unaffected) must make a Will save or become dazed
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for 1 round.
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Augment: You can augment this power in one or both of the following ways.
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1. For every 2 additional power points you spend, this power<65>s save DC
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increases by 1.
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2. For every 2 additional power points you spend, this power<65>s range and the
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radius of its area both increase by 5 feet.
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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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2, PRC_UNLIMITED_AUGMENTATION
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),
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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 eLink = EffectDazed();
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S);
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_NORMAL_30);
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float fRadius = EvaluateWidenPower(manif, FeetToMeters(10.0f + (5.0f * manif.nTimesAugOptUsed_2)));
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location lTarget = PRCGetSpellTargetLocation();
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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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// Apply impact VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, FALSE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oManifester && // No targeting self
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spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) // Select only hostiles
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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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// Save - 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 & VFX
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0f, TRUE, manif.nSpellID, manif.nManifesterLevel);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}// end if - Save
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}// end if - SR check
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}// end if - Target validity check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, FALSE, 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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