Further file organization
Further file organization
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77
nwn/nwnprc/trunk/psionics/psi_pow_rmtvwtrp.nss
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77
nwn/nwnprc/trunk/psionics/psi_pow_rmtvwtrp.nss
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/*
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----------------
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Remote View Trap
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psi_pow_rmtvwtrp
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----------------
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11/05/07 by Stratovarius
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*/ /** @file
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Remote View Trap
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Clairsentience [Electricity]
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Level: Psion/wilder 6
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Display: Mental and visual
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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: 24 hours + 1 hour/level
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Saving Throw: Will half; see text
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Power Resistance: No
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Power Points: 11
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Metapsionics: Extend
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When others use clairvoyant sense, remote viewing, or other means of scrying
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you from afar, your prepared trap gives them a nasty surprise. If the scryer
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fails its saving throw, you are undetected. Moreover, the would-be observer
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takes 8d6 points of electricity damage. If the scryer makes its saving throw,
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it takes only 4d6 points of electricity damage and is able to observe you
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normally. Either way, you are aware of the attempt to view you, but not of
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the viewer or the viewer<65>s location.
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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 fDur = HoursToSeconds(24) + HoursToSeconds(manif.nManifesterLevel);
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if(manif.bExtend) fDur *= 2;
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effect eEffect = EffectLinkEffects(EffectSkillIncrease(SKILL_HEAL, 1), EffectSkillDecrease(SKILL_HEAL, 1));
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//VFX for start & end of the effect
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eEffect = EffectLinkEffects(eEffect, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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eEffect = EffectLinkEffects(eEffect, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));
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//apply the effect
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, fDur);
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}
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}
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