Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Matter Agitation
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psi_pow_mttrag
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----------------
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6/12/04 by Stratovarius
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*/ /** @file
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Matter Agitation
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Psychokinesis
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Level: Psion/wilder 1
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Manifesting Time: 1 standard action
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Range: Close (25 ft. + 5 ft./2 levels)
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Target: One object or creature
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Duration: 1 round/level
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Saving Throw: None
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Power Resistance: Yes
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Power Points: 1
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Metapsionics: Extend
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You can excite the structure of an object, heating it to the point of
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combustion over time. The agitation grows more intense in the second and
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third rounds after you manifest the power, as described below.
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1st Round: Readily flammable material (paper, dry grass, tinder, torches)
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ignites. Skin reddens. (1 point of fire damage)
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2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin
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blisters, hair smolders, paint shrivels, water boils. (1d4 points
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of fire damage)
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3rd and Subsequent Rounds: Wood ignites, metal scorches. Skin burns and hair
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ignites, lead melts. (1d6 points of fire damage)
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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 RunImpact(object oManifester, object oTarget, int nSpellID, int nLastBeat, int nCurrentBeat = 0);
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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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int nPen = GetPsiPenetration(oManifester);
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int nBeats = manif.nManifesterLevel;
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if(manif.bExtend) nBeats *= 2;
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
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float fDuration = 6.0f * nBeats;
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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// SR check
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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// Apply impact VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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// Apply an effect for the heartbeat to track
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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// Start impact heartbeat
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RunImpact(oManifester, oTarget, manif.nSpellID, nBeats);
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}// end if - SR check
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}// end if - Successfull manifestation
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}
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void RunImpact(object oManifester, object oTarget, int nSpellID, int nLastBeat, int nCurrentBeat = 0)
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{
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// Check for expiration
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if(nCurrentBeat++ <= nLastBeat &&
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!PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester)
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)
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{
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// Determine damage
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int nDamage;
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switch(nCurrentBeat)
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{
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case 0: nDamage = 1; break;
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case 1: nDamage = d4(); break;
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default: nDamage = d6(); break;
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}
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// Create effects
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effect eFlame = EffectVisualEffect(VFX_IMP_FLAME_S);
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effect eSmoke = EffectVisualEffect(VFX_DUR_SMOKE);
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effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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// Apply VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFlame, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSmoke, oTarget, 6.0f, FALSE);
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// Apply damage
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SPApplyEffectToObject (DURATION_TYPE_INSTANT, eDam, oTarget);
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// Schedule next impact
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DelayCommand(6.0f, RunImpact(oManifester, oTarget, nSpellID, nLastBeat, nCurrentBeat));
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}
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}
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