PRC8_fork/trunk/psionics/psi_pow_encone.nss

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/*
----------------
Energy Cone
psi_pow_encone
----------------
31/7/05 by Stratovarius
*/ /** @file
Energy Cone
Psychokinesis [see text]
Level: Kineticist 3
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5
Metapsionics: Empower, Maximize, Twin, Widen
Upon manifesting this power, you choose cold, electricity, fire, or sonic.
You create a cone of energy of the chosen type, extending outward from your
hand, that deals 5d6 points of damage to every creature or object within the
area.
Cold: A cone of this energy type deals +1 point of damage per die. The
saving throw to reduce damage from a cold cone is a Fortitude save
instead of a Reflex save.
Electricity: Manifesting a cone 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 cone of this energy type deals +1 point of damage per die.
Sonic: A cone 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_ENERGYCONE_COLD, POWER_ENERGYCONE_ELEC, POWER_ENERGYCONE_FIRE, POWER_ENERGYCONE_SONIC);
int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed + enAdj.nDCMod;
int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod;
int nNumberOfDice = 5 + manif.nTimesAugOptUsed_1;
int nDieSize = 6;
int nDamage;
location lManifester = GetLocation(oManifester);
location lTarget = PRCGetSpellTargetLocation();
float fWidth = EvaluateWidenPower(manif, FeetToMeters(60.0f));
float fDelay;
effect eVis = EffectVisualEffect(enAdj.nVFX1);
effect eDamage;
object oTarget;
vector vOrigin = GetPosition(oManifester);
vector vTarget = GetPositionFromLocation(lTarget);
float fAngle = acos((vTarget.x - vOrigin.x) / GetDistanceBetweenLocations(GetLocation(oManifester), lTarget));
DrawLinesInACone(manif.nManifesterLevel, fWidth, lTarget, fAngle, DURATION_TYPE_INSTANT, enAdj.nVFX1, 0.0f, 20, 1.5f);
// Handle Twin Power
int nRepeats = manif.bTwin ? 2 : 1;
for(; nRepeats > 0; nRepeats--)
{
// Loop over targets in the cone shape
oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != oManifester &&
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)
{
fDelay = GetDistanceBetweenLocations(lManifester, GetLocation(oTarget)) / 20.0f;
eDamage = EffectDamage(nDamage, enAdj.nDamageType);
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 - Target validity check
// Get next target
oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, fWidth, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
}// end while - Target loop
}// end for - Twin Power
}// end if - Successfull manifestation
}