Initial upload.
Adding base PRC 4.19a files to repository.
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trunk/psionics/psi_pow_enbolt.nss
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209
trunk/psionics/psi_pow_enbolt.nss
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/*
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----------------
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Energy Bolt
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psi_pow_enbolt
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----------------
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6/11/04 by Stratovarius
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Psychokinesis [see text]
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Level: Psion/wilder 3
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Manifesting Time: 1 standard action
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Range: 120 ft.
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Area: 120-ft. line
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Duration: Instantaneous
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Saving Throw: Reflex half or Fortitude half; see text
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Power Resistance: Yes
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Power Points: 5
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Metapsionics: Empower, Maximize, Twin, Widen
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Upon manifesting this power, you choose cold, electricity, fire, or sonic.
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You release a powerful stroke of energy of the chosen type that deals 5d6
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points of damage to every creature or object within the area. The beam
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begins at your fingertips.
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Cold: A bolt of this energy type deals +1 point of damage per die. The
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saving throw to reduce damage from a cold bolt is a Fortitude save
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instead of a Reflex save.
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Electricity: Manifesting a bolt of this energy type provides a +2 bonus to
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the save DC and a +2 bonus on manifester level checks for the
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purpose of overcoming power resistance.
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Fire: A bolt of this energy type deals +1 point of damage per die.
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Sonic: A bolt of this energy type deals -1 point of damage per die and
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ignores an object<63>s hardness.
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This power<65>s subtype is the same as the type of energy you manifest.
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Augment: For every additional power point you spend, this power<65>s damage
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increases by one die (d6). For each extra two dice of damage,
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this power<65>s save DC increases by 1.
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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_spells"
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#include "psi_inc_enrgypow"
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float GetVFXLength(location lManifester, float fLength, float fAngle);
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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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struct manifestation manif =
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EvaluateManifestation(oManifester, OBJECT_INVALID,
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PowerAugmentationProfile(2,
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1, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
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);
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if(manif.bCanManifest)
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{
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struct energy_adjustments enAdj =
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EvaluateEnergy(manif.nSpellID, POWER_ENERGYBOLT_COLD, POWER_ENERGYBOLT_ELEC, POWER_ENERGYBOLT_FIRE, POWER_ENERGYBOLT_SONIC,
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VFX_BEAM_COLD, VFX_BEAM_LIGHTNING, VFX_BEAM_FIRE, VFX_BEAM_MIND);
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int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed + enAdj.nDCMod;
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int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod;
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int nNumberOfDice = 5 + manif.nTimesAugOptUsed_1;
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int nDieSize = 6;
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int nDamage;
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location lManifester = GetLocation(oManifester);
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location lTarget = PRCGetSpellTargetLocation();
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vector vOrigin = GetPosition(oManifester);
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float fLength = EvaluateWidenPower(manif, FeetToMeters(120.0f));
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float fDelay;
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effect eVis = EffectVisualEffect(enAdj.nVFX1);
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effect eDamage;
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object oTarget;
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// Do VFX. This is moderately heavy, so it isn't duplicated by Twin Power
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float fAngle = GetRelativeAngleBetweenLocations(lManifester, lTarget);
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float fSpiralStartRadius = FeetToMeters(1.0f);
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float fRadius = FeetToMeters(5.0f);
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float fDuration = 4.5f;
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float fVFXLength = GetVFXLength(lManifester, fLength, GetRelativeAngleBetweenLocations(lManifester, lTarget));
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// A tube of beams, radius 5ft, starting 1m from manifester and running for the length of the line
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BeamGengon(DURATION_TYPE_TEMPORARY, enAdj.nVFX2, lManifester, fRadius, fRadius,
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1.0f, fVFXLength, // Start 1m from the manifester, end at LOS end
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8, // 8 sides
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fDuration, "prc_invisobj",
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0.0f, // Drawn instantly
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0.0f, 0.0f, 45.0f, "y", fAngle, 0.0f,
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-1, -1, 0.0f, 1.0f, // No secondary VFX
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fDuration
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);
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// A spiral inside the tube, starting from the manifester with with radius 1ft and ending with radius 5ft at the end of the line
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BeamPolygonalSpring(DURATION_TYPE_TEMPORARY, enAdj.nVFX2, lManifester, fSpiralStartRadius, fRadius,
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0.0f, fVFXLength, // Start at the manifester, end at LOS end
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5, // 5 sides per revolution
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fDuration, "prc_invisobj",
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fVFXLength / 5, // Revolution per 5 meters
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0.0f, // Drawn instantly
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0.0f, "y", fAngle, 0.0f,
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-1, -1, 0.0f, 1.0f, // No secondary VFX
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fDuration
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);
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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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// Loop over targets in the line shape
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oManifester &&
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spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester)
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)
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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// Make an SR check
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if(PRCMyResistPower(oManifester, oTarget, nPen))
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{
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, FALSE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oTarget, oManifester, nDamage, TRUE, TRUE);
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// Do save
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if(enAdj.nSaveType == SAVING_THROW_TYPE_COLD)
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{
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// Cold has a fort save for half
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, enAdj.nSaveType))
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{
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if (GetHasMettle(oTarget, SAVING_THROW_FORT))
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nDamage = 0;
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nDamage /= 2;
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}
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}
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else
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, enAdj.nSaveType);
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if(nDamage > 0)
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{
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fDelay = GetDistanceBetweenLocations(lManifester, GetLocation(oTarget)) / 20.0f;
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eDamage = EffectDamage(nDamage, enAdj.nDamageType);
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DelayCommand(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
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DelayCommand(1.0f + fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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}// end if - There was still damage remaining to be dealt after adjustments
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}// end if - SR check
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}// end if - Target validity check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, fLength, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE, vOrigin);
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}// end while - Target loop
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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float GetVFXLength(location lManifester, float fLength, float fAngle)
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{
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float fLowerBound = 0.0f;
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float fUpperBound = fLength;
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float fVFXLength = fLength / 2;
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vector vVFXOrigin = GetPositionFromLocation(lManifester);
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vector vAngle = AngleToVector(fAngle);
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vector vVFXEnd;
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int bConverged = FALSE;
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while(!bConverged)
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{
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// Create the test vector for this loop
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vVFXEnd = vVFXOrigin + (fVFXLength * vAngle);
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// Determine which bound to move.
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if(LineOfSightVector(vVFXOrigin, vVFXEnd))
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fLowerBound = fVFXLength;
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else
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fUpperBound = fVFXLength;
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// Get the new middle point
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fVFXLength = (fUpperBound + fLowerBound) / 2;
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// Check if the locations have converged
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if(fabs(fUpperBound - fLowerBound) < 2.5f)
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bConverged = TRUE;
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}
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return fVFXLength;
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}
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