PRC8/trunk/psionics/psi_pow_enbolt.nss

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/*
----------------
Energy Bolt
psi_pow_enbolt
----------------
6/11/04 by Stratovarius
Psychokinesis [see text]
Level: Psion/wilder 3
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
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 release a powerful stroke of energy of the chosen type that deals 5d6
points of damage to every creature or object within the area. The beam
begins at your fingertips.
Cold: A bolt of this energy type deals +1 point of damage per die. The
saving throw to reduce damage from a cold bolt is a Fortitude save
instead of a Reflex save.
Electricity: Manifesting a bolt 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 bolt of this energy type deals +1 point of damage per die.
Sonic: A bolt 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.
*/
#include "psi_inc_psifunc"
#include "psi_inc_pwresist"
#include "psi_spellhook"
#include "prc_inc_spells"
#include "psi_inc_enrgypow"
float GetVFXLength(location lManifester, float fLength, float fAngle);
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_ENERGYBOLT_COLD, POWER_ENERGYBOLT_ELEC, POWER_ENERGYBOLT_FIRE, POWER_ENERGYBOLT_SONIC,
VFX_BEAM_COLD, VFX_BEAM_LIGHTNING, VFX_BEAM_FIRE, VFX_BEAM_MIND);
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();
vector vOrigin = GetPosition(oManifester);
float fLength = EvaluateWidenPower(manif, FeetToMeters(120.0f));
float fDelay;
effect eVis = EffectVisualEffect(enAdj.nVFX1);
effect eDamage;
object oTarget;
// Do VFX. This is moderately heavy, so it isn't duplicated by Twin Power
float fAngle = GetRelativeAngleBetweenLocations(lManifester, lTarget);
float fSpiralStartRadius = FeetToMeters(1.0f);
float fRadius = FeetToMeters(5.0f);
float fDuration = 4.5f;
float fVFXLength = GetVFXLength(lManifester, fLength, GetRelativeAngleBetweenLocations(lManifester, lTarget));
// A tube of beams, radius 5ft, starting 1m from manifester and running for the length of the line
BeamGengon(DURATION_TYPE_TEMPORARY, enAdj.nVFX2, lManifester, fRadius, fRadius,
1.0f, fVFXLength, // Start 1m from the manifester, end at LOS end
8, // 8 sides
fDuration, "prc_invisobj",
0.0f, // Drawn instantly
0.0f, 0.0f, 45.0f, "y", fAngle, 0.0f,
-1, -1, 0.0f, 1.0f, // No secondary VFX
fDuration
);
// A spiral inside the tube, starting from the manifester with with radius 1ft and ending with radius 5ft at the end of the line
BeamPolygonalSpring(DURATION_TYPE_TEMPORARY, enAdj.nVFX2, lManifester, fSpiralStartRadius, fRadius,
0.0f, fVFXLength, // Start at the manifester, end at LOS end
5, // 5 sides per revolution
fDuration, "prc_invisobj",
fVFXLength / 5, // Revolution per 5 meters
0.0f, // Drawn instantly
0.0f, "y", fAngle, 0.0f,
-1, -1, 0.0f, 1.0f, // No secondary VFX
fDuration
);
// Handle Twin Power
int nRepeats = manif.bTwin ? 2 : 1;
for(; nRepeats > 0; nRepeats--)
{
// Loop over targets in the line shape
oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
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))
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(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
DelayCommand(1.0f + 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_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
}// end while - Target loop
}// end for - Twin Power
}// end if - Successfull manifestation
}
float GetVFXLength(location lManifester, float fLength, float fAngle)
{
float fLowerBound = 0.0f;
float fUpperBound = fLength;
float fVFXLength = fLength / 2;
vector vVFXOrigin = GetPositionFromLocation(lManifester);
vector vAngle = AngleToVector(fAngle);
vector vVFXEnd;
int bConverged = FALSE;
while(!bConverged)
{
// Create the test vector for this loop
vVFXEnd = vVFXOrigin + (fVFXLength * vAngle);
// Determine which bound to move.
if(LineOfSightVector(vVFXOrigin, vVFXEnd))
fLowerBound = fVFXLength;
else
fUpperBound = fVFXLength;
// Get the new middle point
fVFXLength = (fUpperBound + fLowerBound) / 2;
// Check if the locations have converged
if(fabs(fUpperBound - fLowerBound) < 2.5f)
bConverged = TRUE;
}
return fVFXLength;
}