forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
137 lines
4.8 KiB
Plaintext
137 lines
4.8 KiB
Plaintext
/*
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----------------
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Disintegrate, Psionic
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psi_pow_disin
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----------------
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27/10/04 by Stratovarius
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*/ /** @file
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Disintegrate, Psionic
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Psychoportation
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Level: Psion/wilder 6
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Manifesting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./ level)
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Effect: Ray
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Duration: Instantaneous
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Saving Throw: Fortitude partial
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Power Resistance: Yes
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Power Points: 11
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Metapsionics: Empower, Maximize, Split Psionic Ray, Twin
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A thin, green ray springs from your pointing finger. You must make a
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successful ranged touch attack to hit. Any creature struck by the ray
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takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points
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by this power is entirely disintegrated, leaving behind only a trace of
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fine dust. A disintegrated creature’s equipment is unaffected.
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A creature or object that makes a successful Fortitude save is partially
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affected, taking only 5d6 points of damage. If this damage reduces the
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creature or object to 0 or fewer hit points, it is entirely disintegrated.
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Only the first creature or object struck can be affected; that is, the ray
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affects only one target per manifestation.
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Augment: For every additional power point you spend, the damage this power
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deals to a subject that fails its saving throw increases by 2d6 points.
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Augmenting this power does not change the amount of damage the target
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takes if it succeeds on its saving throw.
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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_sp_tch"
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void DoPower(struct manifestation manif, object oTarget, int nDC, int nPen, int nNumberOfDice, int nDieSize);
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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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object oTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oTarget,
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PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
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1, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_SPLIT | METAPSIONIC_TWIN
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);
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if(manif.bCanManifest)
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{
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int nDC = GetManifesterDC(oManifester);
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int nPen = GetPsiPenetration(oManifester);
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int nNumberOfDice = 22 + manif.nTimesAugOptUsed_1;
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int nDieSize = 6;
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object oSecondaryTarget = GetSplitPsionicRayTarget(manif, oTarget);
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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if(GetIsObjectValid(oSecondaryTarget))
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PRCSignalSpellEvent(oSecondaryTarget, TRUE, manif.nSpellID, oManifester);
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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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DoPower(manif, oTarget, nDC, nPen, nNumberOfDice, nDieSize);
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if(GetIsObjectValid(oSecondaryTarget))
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DoPower(manif, oSecondaryTarget, nDC, nPen, nNumberOfDice, nDieSize);
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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void DoPower(struct manifestation manif, object oTarget, int nDC, int nPen, int nNumberOfDice, int nDieSize)
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{
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// Perform the Touch Attack
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int nTouchAttack = PRCDoRangedTouchAttack(oTarget);
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// Shoot the ray
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effect eRay = EffectBeam(VFX_BEAM_DISINTEGRATE, manif.oManifester, BODY_NODE_HAND, !(nTouchAttack > 0));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7, FALSE);
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if(nTouchAttack > 0)
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{
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//Check for Power Resistance
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if(PRCMyResistPower(manif.oManifester, oTarget, nPen))
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{
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// Fort save partial
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC))
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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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return;
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nNumberOfDice = 5;
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}
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// Roll damage
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int nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, 0, TRUE, TRUE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oTarget, manif.oManifester, nDamage, TRUE, FALSE);
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// Apply the damage
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ApplyTouchAttackDamage(manif.oManifester, oTarget, nTouchAttack, nDamage, DAMAGE_TYPE_MAGICAL);
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}// end if - SR check
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}// end if - Touch attack hit
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}
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