PRC8_fork/trunk/psionics/psi_pow_enray.nss

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/*
----------------
Energy Ray
psi_pow_enray
----------------
30/10/04 by Stratovarius
*/ /** @file
Energy Ray
Psychokinesis [see text]
Level: Psion/wilder 1
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1
Metapsionics: Chain, Empower, Maximize, Split Psionic Ray, Twin
Upon manifesting this power, you choose cold, electricity, fire, or sonic.
You create a ray of energy of the chosen type that shoots forth from your
fingertip and strikes a target within range, dealing 1d6 points of damage,
if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +2 bonus on
manifester level checks for the purpose of overcoming power
resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray 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).
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_sp_tch"
#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;
object oMainTarget = PRCGetSpellTargetObject();
struct manifestation manif =
EvaluateManifestation(oManifester, oMainTarget,
PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
1, PRC_UNLIMITED_AUGMENTATION
),
METAPSIONIC_CHAIN | METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_SPLIT | METAPSIONIC_TWIN
);
if(manif.bCanManifest)
{
struct energy_adjustments enAdj =
EvaluateEnergy(manif.nSpellID, POWER_ENERGYRAY_COLD, POWER_ENERGYRAY_ELEC, POWER_ENERGYRAY_FIRE, POWER_ENERGYRAY_SONIC,
VFX_BEAM_COLD, VFX_BEAM_LIGHTNING, VFX_BEAM_FIRE, VFX_BEAM_MIND);
int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod;
int nNumberOfDice = 1 + manif.nTimesAugOptUsed_1;
int nDieSize = 6;
int nTouchAttack,
nOriginalDamage,
nDamage,
i;
effect eVis = EffectVisualEffect(enAdj.nVFX1);
effect eRay,
eDamage;
object oSplitTarget = GetSplitPsionicRayTarget(manif, oMainTarget);
object oChainTarget;
// Determine Chain Power targets
if(manif.bChain)
EvaluateChainPower(manif, oMainTarget, TRUE);
// Let the AI know
PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester);
if(GetIsObjectValid(oSplitTarget))
PRCSignalSpellEvent(oSplitTarget, TRUE, manif.nSpellID, oManifester);
if(manif.bChain)
for(i = 0; i < array_get_size(oManifester, PRC_CHAIN_POWER_ARRAY); i++)
PRCSignalSpellEvent(array_get_object(oManifester, PRC_CHAIN_POWER_ARRAY, i), TRUE, manif.nSpellID, oManifester);
// Handle Twin Power
int nRepeats = manif.bTwin ? 2 : 1;
for(; nRepeats > 0; nRepeats--)
{
// Touch attack the main target
nTouchAttack = PRCDoRangedTouchAttack(oMainTarget);
// Shoot the ray
eRay = EffectBeam(enAdj.nVFX2, oManifester, BODY_NODE_HAND, !(nTouchAttack > 0));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oMainTarget, 1.7, FALSE);
if(nTouchAttack > 0 && oManifester != oMainTarget) // Don't shoot yourself, idiots
{
//Check for Power Resistance
if(PRCMyResistPower(oManifester, oMainTarget, nPen))
{
// Roll damage
nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, TRUE);
// Target-specific stuff
nDamage = GetTargetSpecificChangesToDamage(oMainTarget, oManifester, nDamage, TRUE, TRUE);
// Apply the damage. Critical hits & precision damage apply
ApplyTouchAttackDamage(oManifester, oMainTarget, nTouchAttack, nDamage, enAdj.nDamageType);
// Apply damage to Chain targets
if(manif.bChain)
{
// Halve the damage
nOriginalDamage = nDamage / 2;
for(i = 0; i < array_get_size(oManifester, PRC_CHAIN_POWER_ARRAY); i++)
{
// Get target to affect
oChainTarget = array_get_object(oManifester, PRC_CHAIN_POWER_ARRAY, i);
// Determine damage
nDamage = nOriginalDamage;
// Target-specific stuff
nDamage = GetTargetSpecificChangesToDamage(oChainTarget, oManifester, nDamage, TRUE, TRUE);
// Apply VFX and damage to chained target
eDamage = EffectDamage(nDamage, enAdj.nDamageType);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oChainTarget);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oChainTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(enAdj.nVFX2, oMainTarget, BODY_NODE_CHEST), oChainTarget, 1.7, FALSE);
}// end for - Chain targets
}// end if - Chain Power
}// end if - SR check
}// end if - Touch attack hit
if(GetIsObjectValid(oSplitTarget))
{
// Touch attack the main target
nTouchAttack = PRCDoRangedTouchAttack(oSplitTarget);
// Shoot the ray
eRay = EffectBeam(enAdj.nVFX2, oManifester, BODY_NODE_HAND, !(nTouchAttack > 0));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oSplitTarget, 1.7, FALSE);
if(nTouchAttack > 0)
{
//Check for Power Resistance
if(PRCMyResistPower(oManifester, oSplitTarget, nPen))
{
// Roll damage
nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, TRUE);
// Target-specific stuff
nDamage = GetTargetSpecificChangesToDamage(oSplitTarget, oManifester, nDamage, TRUE, TRUE);
// Apply the damage. Critical hits & precision damage apply
ApplyTouchAttackDamage(oManifester, oSplitTarget, nTouchAttack, nDamage, enAdj.nDamageType);
}// end if - SR check
}// end if - Touch attack hit
}// end if - There is a target for Split Psionic Ray
}// end for - Twin Power
}// end if - Successfull manifestation
}