forked from Jaysyn/PRC8
156 lines
6.4 KiB
Plaintext
156 lines
6.4 KiB
Plaintext
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/*
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----------------
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Energy Ball
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psi_pow_enball
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----------------
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31/7/05 by Stratovarius
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*/ /** @file
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Energy Ball
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Psychokinesis [see text]
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Level: Kineticist 4
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Manifesting Time: 1 standard action
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Range: Long (400 ft. + 40 ft./level)
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Area: 20-ft.-radius spread
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Duration: Instantaneous
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Saving Throw: Reflex half or Fortitude half; see text
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Power Resistance: Yes
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Power Points: 7
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Metapsionics: Empower, Maximize, Twin, Widen
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Upon manifesting this power, you choose cold, electricity, fire, or sonic.
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You create an explosion of energy of the chosen type that deals 7d6 points
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of damage to every creature or object within the area. The explosion creates
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almost no pressure.
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Cold: A ball of this energy type deals +1 point of damage per die. The
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saving throw to reduce damage from a cold ball is a Fortitude save
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instead of a Reflex save.
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Electricity: Manifesting a ball of this energy type provides a +2 bonus to
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the save DC and a +2 bonus on manifester level checks for the
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purpose of overcoming power resistance.
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Fire: A ball of this energy type deals +1 point of damage per die.
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Sonic: A ball of this energy type deals -1 point of damage per die and
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ignores an object<63>s hardness.
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This power<65>s subtype is the same as the type of energy you manifest.
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Augment: For every additional power point you spend, this power<65>s damage
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increases by one die (d6). For each extra two dice of damage, this
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power<65>s save DC increases by 1.
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@todo 2da
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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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#include "psi_inc_enrgypow"
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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(2,
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1, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
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);
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if(manif.bCanManifest)
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{
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struct energy_adjustments enAdj =
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EvaluateEnergy(manif.nSpellID, POWER_ENERGYBALL_COLD, POWER_ENERGYBALL_ELEC, POWER_ENERGYBALL_FIRE, POWER_ENERGYBALL_SONIC,
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VFX_FNF_ICESTORM, VFX_FNF_ELECTRIC_EXPLOSION, VFX_FNF_FIREBALL, VFX_FNF_SOUND_BURST);
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int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed + enAdj.nDCMod;
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int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod;
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int nNumberOfDice = 7 + manif.nTimesAugOptUsed_1;
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int nDieSize = 6;
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int nDamage;
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location lOrigin = PRCGetSpellTargetLocation();
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float fRadius = EvaluateWidenPower(manif, FeetToMeters(20.0f));
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float fDelay;
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effect eVis = EffectVisualEffect(enAdj.nVFX1);
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effect eFNF = EffectVisualEffect(enAdj.nVFX2);
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effect eDamage;
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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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// Do area VFX
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lOrigin);
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// Loop over targets in the line shape
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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// Difficulty & faction limits on targeting
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester))
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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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// Make an SR check
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, FALSE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oTarget, oManifester, nDamage, TRUE, TRUE);
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// Do save
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if(enAdj.nSaveType == SAVING_THROW_TYPE_COLD)
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{
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// Cold has a fort save for half
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, enAdj.nSaveType))
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{
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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nDamage = 0;
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nDamage /= 2;
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}
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}
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else
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, enAdj.nSaveType);
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if(nDamage > 0)
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{
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eDamage = EffectDamage(nDamage, enAdj.nDamageType);
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fDelay = GetDistanceBetweenLocations(lOrigin, GetLocation(oTarget)) / 20.0f;
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}// end if - There was still damage remaining to be dealt after adjustments
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}// end if - SR check
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}// end if - Allowed to target this object
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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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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