2024-02-11 14:01:05 -05:00
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/*
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----------------
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Energy Wall, OnHeartBeat
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psi_pow_enwall2
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----------------
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26/3/05 by Stratovarius
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*/ /** @file
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Energy Wall, OnHeartBeat
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Metacreativity (Creation) [see text]
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Level: Psion/wilder 3
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Manifesting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./ level)
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Area: An opaque sheet of energy 10m long and 2m wide
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Duration: 1d4 rounds + 1 round/level
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Saving Throw: Reflex half or Fortitude half; see text
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Power Resistance: No
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Power Points: 5
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Metapsionics: Extend, 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 immobile sheet of energy of the chosen type formed out of
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unstable ectoplasm. The wall sends forth waves of energy, dealing 2d6 points
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of damage to creatures entering the wall. In addition, anyone that remains
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within the energy wall takes 2d6 points of damage +1 point per manifester
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level (maximum +20).
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If you manifest the wall so that it appears where creatures are, each
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creature takes damage as if passing through the wall.
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Cold: A sheet of this energy type deals +1 point of damage per die. The
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saving throw to reduce damage from a cold wall is a Fortitude save
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instead of a Reflex save.
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Electricity: Manifesting a sheet of this energy type provides a +2 bonus to
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the save DC.
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Fire: A sheet of this energy type deals +1 point of damage per die.
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Sonic: A sheet of this energy type deals -1 point of damage per die
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and 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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*/
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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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object oAoE = OBJECT_SELF;
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struct manifestation manif = GetLocalManifestation(oAoE, "PRC_Power_EnergyWall_Manifestation");
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struct energy_adjustments enAdj =
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EvaluateEnergy(manif.nSpellID, POWER_ENERGYWALL_COLD, POWER_ENERGYWALL_ELEC, POWER_ENERGYWALL_FIRE, POWER_ENERGYWALL_SONIC);
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int nDC = GetLocalInt(oAoE, "PRC_Power_EnergyWall_DC") + enAdj.nDCMod;
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int nNumberOfDice = 2;
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int nDieSize = 6;
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int nDamage;
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effect eVis = EffectVisualEffect(enAdj.nVFX1);
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effect eDamage;
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// Loop over AoE contents
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object oTarget = GetFirstInPersistentObject(oAoE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, manif.oManifester))
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, manif.oManifester);
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// Roll damage
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2025-01-29 22:46:38 -05:00
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, PRCMin(manif.nManifesterLevel, 20), enAdj.nBonusPerDie, TRUE, FALSE);
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2024-02-11 14:01:05 -05:00
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oTarget, manif.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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nDamage /= 2;
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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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}
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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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// Apply VFX and damage the target, assuming there is still damage left to deal after modification
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if(nDamage > 0)
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{
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eDamage = EffectDamage(nDamage, enAdj.nDamageType);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}// end if - Damage left to be dealt
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}// end if - Difficulty level-related targeting limitations
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// Get next target
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oTarget = GetNextInPersistentObject(oAoE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}// end while - Target loop
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}
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