PRC8_fork/nwn/nwnprc/trunk/psionics/psi_pow_stomp.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*
----------------
Stomp
psi_pow_stomp
----------------
28/10/04 by Stratovarius
*/ /** @file
Stomp
Psychokinesis
Level: Psychic warrior 1
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 1
Metapsionics: Empower, Maximize, Twin, Widen
Your foot stomp precipitates a psychokinetic shock wave that travels along
the ground, toppling creatures and loose objects. The shock wave affects
only creatures standing on the ground within the powers area. Creatures
that fail their saves are thrown to the ground, become prone, and take 1d2
points of bludgeoning damage.
Augment: For every additional power point you spend, this powers
bludgeoning damage increases by 1d2 points.
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_spells"
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(PRC_NO_GENERIC_AUGMENTS,
1, PRC_UNLIMITED_AUGMENTATION
),
METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
);
if(manif.bCanManifest)
{
int nDC = GetManifesterDC(oManifester);
int nNumberOfDice = 1 + manif.nTimesAugOptUsed_1;
int nDieSize = 2;
int nDamage;
effect eLink = EffectLinkEffects(EffectKnockdown(),
EffectVisualEffect(VFX_IMP_SONIC)
);
effect eDamage;
float fRange = EvaluateWidenPower(manif, FeetToMeters(20.0f));
float fDelay;
object oTarget;
location lTarget = PRCGetSpellTargetLocation();
// Handle Twin Power
int nRepeats = manif.bTwin ? 2 : 1;
for(; nRepeats > 0; nRepeats--)
{
oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oTarget))
{
if(oTarget != oManifester && // Avoid the cone targeting bug
spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester) && // Difficulty dependent restrictions
GetCreatureFlag(oTarget, CREATURE_VAR_IS_INCORPOREAL) != TRUE && // Incorporeal creatures are not affected
!GetIsImmune(oTarget, IMMUNITY_TYPE_KNOCKDOWN) // And the creature is not just generally immune to knockdown
)
{
// Let the AI know
PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
// Save - Reflex negates
if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_NONE))
{
// Roll damage
nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, 0, TRUE, FALSE);
// Target-specific stuff
nDamage = GetTargetSpecificChangesToDamage(oTarget, oManifester, nDamage, TRUE, FALSE);
// Create damage effect
eDamage = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
// Apply effects
fDelay = GetDistanceBetween(oManifester, oTarget) / 20.0f;
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0, FALSE));
}// end if - Save
}// end if - Targeting check
// Get next target
oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, fRange, lTarget, TRUE, OBJECT_TYPE_CREATURE);
}// end while - Target loop
}// end for - Twin Power
}// end if - Successfull manifestation
}