PRC8_fork/nwn/nwnprc/trunk/psionics/psi_pow_enball.nss

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/*
----------------
Energy Ball
psi_pow_enball
----------------
31/7/05 by Stratovarius
*/ /** @file
Energy Ball
Psychokinesis [see text]
Level: Kineticist 4
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 7
Metapsionics: Empower, Maximize, Twin, Widen
Upon manifesting this power, you choose cold, electricity, fire, or sonic.
You create an explosion of energy of the chosen type that deals 7d6 points
of damage to every creature or object within the area. The explosion creates
almost no pressure.
Cold: A ball of this energy type deals +1 point of damage per die. The
saving throw to reduce damage from a cold ball is a Fortitude save
instead of a Reflex save.
Electricity: Manifesting a ball of this energy type provides a +2 bonus to
the save DC and a +2 bonus on manifester level checks for the
purpose of overcoming power resistance.
Fire: A ball of this energy type deals +1 point of damage per die.
Sonic: A ball of this energy type deals -1 point of damage per die and
ignores an object<63>s hardness.
This power<65>s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power<65>s damage
increases by one die (d6). For each extra two dice of damage, this
power<65>s save DC increases by 1.
@todo 2da
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_spells"
#include "psi_inc_enrgypow"
void main()
{
/*
Spellcast Hook Code
Added 2004-11-02 by Stratovarius
If you want to make changes to all powers,
check psi_spellhook to find out more
*/
if (!PsiPrePowerCastCode())
{
// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oManifester = OBJECT_SELF;
struct manifestation manif =
EvaluateManifestation(oManifester, OBJECT_INVALID,
PowerAugmentationProfile(2,
1, PRC_UNLIMITED_AUGMENTATION
),
METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
);
if(manif.bCanManifest)
{
struct energy_adjustments enAdj =
EvaluateEnergy(manif.nSpellID, POWER_ENERGYBALL_COLD, POWER_ENERGYBALL_ELEC, POWER_ENERGYBALL_FIRE, POWER_ENERGYBALL_SONIC,
VFX_FNF_ICESTORM, VFX_FNF_ELECTRIC_EXPLOSION, VFX_FNF_FIREBALL, VFX_FNF_SOUND_BURST);
int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed + enAdj.nDCMod;
int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod;
int nNumberOfDice = 7 + manif.nTimesAugOptUsed_1;
int nDieSize = 6;
int nDamage;
location lOrigin = PRCGetSpellTargetLocation();
float fRadius = EvaluateWidenPower(manif, FeetToMeters(20.0f));
float fDelay;
effect eVis = EffectVisualEffect(enAdj.nVFX1);
effect eFNF = EffectVisualEffect(enAdj.nVFX2);
effect eDamage;
object oTarget;
// Handle Twin Power
int nRepeats = manif.bTwin ? 2 : 1;
for(; nRepeats > 0; nRepeats--)
{
// Do area VFX
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lOrigin);
// Loop over targets in the line shape
oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
// Difficulty & faction limits on targeting
if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester))
{
// Let the AI know
PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
// Make an SR check
if(PRCMyResistPower(oManifester, oTarget, nPen))
{
// Roll damage
nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, FALSE);
// Target-specific stuff
nDamage = GetTargetSpecificChangesToDamage(oTarget, oManifester, nDamage, TRUE, TRUE);
// Do save
if(enAdj.nSaveType == SAVING_THROW_TYPE_COLD)
{
// Cold has a fort save for half
if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, enAdj.nSaveType))
{
if (GetHasMettle(oTarget, SAVING_THROW_FORT))
// This script does nothing if it has Mettle, bail
nDamage = 0;
nDamage /= 2;
}
}
else
// Adjust damage according to Reflex Save, Evasion or Improved Evasion
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, enAdj.nSaveType);
if(nDamage > 0)
{
eDamage = EffectDamage(nDamage, enAdj.nDamageType);
fDelay = GetDistanceBetweenLocations(lOrigin, GetLocation(oTarget)) / 20.0f;
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
}// end if - There was still damage remaining to be dealt after adjustments
}// end if - SR check
}// end if - Allowed to target this object
// Get next target
oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}// end while - Target loop
}// end for - Twin Power
}// end if - Successfull manifestation
}