/* ---------------- 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 power’s 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 power’s 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 }