/* ---------------- Concussion Blast psi_pow_concblst ---------------- 6/11/04 by Stratovarius */ /** @file Concussion Blast Psychokinesis [Force] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin A subject you select is pummeled with telekinetic force for 1d6 points of force damage. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment). Augment: You can augment this power in one or both of the following ways. 1. For every 2 additional power points you spend, this power’s damage increases by 1d6 points. 2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_spells" void DoPower(struct manifestation manif, object oMainTarget, int nDC, int nPen, int nExtraTargets, int nNumberOfDice, int nDieSize, effect eVis); 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, 2, PRC_UNLIMITED_AUGMENTATION, 2, PRC_UNLIMITED_AUGMENTATION ), METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN ); if(manif.bCanManifest) { int nDC = GetManifesterDC(oManifester); int nPen = GetPsiPenetration(oManifester); int nExtraTargets = manif.nTimesAugOptUsed_2; int nNumberOfDice = 1 + manif.nTimesAugOptUsed_1; int nDieSize = 6; effect eVis = EffectVisualEffect(PSI_IMP_CONCUSSION_BLAST); // Hit the main target PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester); DoPower(manif, oMainTarget, nDC, nPen, nExtraTargets, nNumberOfDice, nDieSize, eVis); if(manif.bTwin) DoPower(manif, oMainTarget, nDC, nPen, nExtraTargets, nNumberOfDice, nDieSize, eVis); }// end if - Successfull manifestation } void DoPower(struct manifestation manif, object oMainTarget, int nDC, int nPen, int nExtraTargets, int nNumberOfDice, int nDieSize, effect eVis) { int nDamage; effect eDamage; //Check for Power Resistance if(PRCMyResistPower(manif.oManifester, oMainTarget, nPen)) { // Roll damage nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, 0, TRUE, FALSE); // Target-specific stuff nDamage = GetTargetSpecificChangesToDamage(oMainTarget, manif.oManifester, nDamage, TRUE, FALSE); eDamage = EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL); // Apply damage SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oMainTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oMainTarget); } if(nExtraTargets > 0) { location lTarget = PRCGetSpellTargetLocation(); //Cycle through the targets within the spell shape until you run out of targets. object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oAreaTarget) && nExtraTargets > 0) { if(oAreaTarget != manif.oManifester && // Do not affect self oAreaTarget != oMainTarget && // Do not affect the main target twice spellsIsTarget(oAreaTarget, SPELL_TARGET_SELECTIVEHOSTILE, manif.oManifester) // Pick only hostiles ) { //Fire cast spell at event for the specified target PRCSignalSpellEvent(oAreaTarget, TRUE, manif.nSpellID, manif.oManifester); if(PRCMyResistPower(manif.oManifester, oAreaTarget, nPen)) { // Roll damage nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, 0, TRUE, FALSE); // Target-specific stuff nDamage = GetTargetSpecificChangesToDamage(oAreaTarget, manif.oManifester, nDamage, TRUE, FALSE); eDamage = EffectDamage(nDamage, DAMAGE_TYPE_MAGICAL); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oAreaTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oAreaTarget); } // Use up a target slot only if we actually did something to it nExtraTargets -= 1; } //Select the next target within the spell shape. oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, lTarget, TRUE, OBJECT_TYPE_CREATURE); }// end while - Target loop }// end if - The power has other targets besides the primary one }