/* ---------------- Energy Missile psi_pow_enmiss ---------------- 31/7/05 by Stratovarius */ /** @file Energy Missile Psychokinesis [see text] Level: Kineticist 2 Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart. Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power. Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save. Electricity: Manifesting a missile 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 missile of this energy type deals +1 point of damage per die. Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. @todo 2da */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_spells" #include "psi_inc_enrgypow" 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(1, 1, PRC_UNLIMITED_AUGMENTATION ), METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN ); if(manif.bCanManifest) { struct energy_adjustments enAdj = EvaluateEnergy(manif.nSpellID, POWER_ENERGYMISSILE_COLD, POWER_ENERGYMISSILE_ELEC, POWER_ENERGYMISSILE_FIRE, POWER_ENERGYMISSILE_SONIC, VFX_IMP_FROST_L, VFX_IMP_LIGHTNING_M, VFX_IMP_FLAME_M, VFX_IMP_SONIC); int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed + enAdj.nDCMod; int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod; int nNumberOfDice = 3 + manif.nTimesAugOptUsed_1; int nDieSize = 6; int nMissileCount = 5; int nDamage, i; location lTarget = PRCGetSpellTargetLocation(); float fRadius = FeetToMeters(15.0f); float fDelay, fDistance; effect eMissile = EffectVisualEffect(VFX_IMP_MIRV); effect eVis = EffectVisualEffect(enAdj.nVFX2); effect eDamage; object oSelectedTarget = PRCGetSpellTargetObject(); object oTarget; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Determine targets by looping over the area and sorting the hostiles in there according to distance from manifester oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { // Target only hostiles, and only ones that the manifester can see if(oTarget != oManifester && oTarget != oSelectedTarget && spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) && GetObjectSeen(oTarget, oManifester) ) { AddToTargetList(oTarget, oManifester, INSERTION_BIAS_DISTANCE, FALSE); } // Get next potential target oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE); }// end while - Target selection loop // Hit the 5 first creatures in the list. Or a specifically selected target and 4 first i = 0; oTarget = GetIsObjectValid(oSelectedTarget) ? oSelectedTarget : GetTargetListHead(oManifester); while((i++ < nMissileCount) && GetIsObjectValid(oTarget)) { // Let the AI know PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester); // Calculate base delay and do the missile VFX fDelay = 0.1f * i; DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eMissile, oTarget)); // 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)) // This script does nothing if it has Mettle, bail 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) { eDamage = EffectDamage(nDamage, enAdj.nDamageType); // Calculate delay fDistance = GetDistanceBetween(oManifester, oTarget); fDelay += fDistance / (3.0f * log(fDistance) + 2.0f); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget)); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); }// end if - There was still damage remaining to be dealt after adjustments }// end if - SR check // Get next target from the list oTarget = GetTargetListHead(oManifester); }// end while - Effect application loop // Clear the target list, so it will be empty for the second round of a Twinned power PurgeTargetList(oManifester); }// end if - Twin Power }// end if - Successfull manifestation }