/* ---------------- Energy Ray psi_pow_enray ---------------- 30/10/04 by Stratovarius */ /** @file Energy Ray Psychokinesis [see text] Level: Psion/wilder 1 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 Metapsionics: Chain, Empower, Maximize, Split Psionic Ray, Twin Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Cold: A ray of this energy type deals +1 point of damage per die. Electricity: Manifesting a ray of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray 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). */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_inc_sp_tch" #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; object oMainTarget = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oMainTarget, PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS, 1, PRC_UNLIMITED_AUGMENTATION ), METAPSIONIC_CHAIN | METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_SPLIT | METAPSIONIC_TWIN ); if(manif.bCanManifest) { struct energy_adjustments enAdj = EvaluateEnergy(manif.nSpellID, POWER_ENERGYRAY_COLD, POWER_ENERGYRAY_ELEC, POWER_ENERGYRAY_FIRE, POWER_ENERGYRAY_SONIC, VFX_BEAM_COLD, VFX_BEAM_LIGHTNING, VFX_BEAM_FIRE, VFX_BEAM_MIND); int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod; int nNumberOfDice = 1 + manif.nTimesAugOptUsed_1; int nDieSize = 6; int nTouchAttack, nOriginalDamage, nDamage, i; effect eVis = EffectVisualEffect(enAdj.nVFX1); effect eRay, eDamage; object oSplitTarget = GetSplitPsionicRayTarget(manif, oMainTarget); object oChainTarget; // Determine Chain Power targets if(manif.bChain) EvaluateChainPower(manif, oMainTarget, TRUE); // Let the AI know PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester); if(GetIsObjectValid(oSplitTarget)) PRCSignalSpellEvent(oSplitTarget, TRUE, manif.nSpellID, oManifester); if(manif.bChain) for(i = 0; i < array_get_size(oManifester, PRC_CHAIN_POWER_ARRAY); i++) PRCSignalSpellEvent(array_get_object(oManifester, PRC_CHAIN_POWER_ARRAY, i), TRUE, manif.nSpellID, oManifester); // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Touch attack the main target nTouchAttack = PRCDoRangedTouchAttack(oMainTarget); // Shoot the ray eRay = EffectBeam(enAdj.nVFX2, oManifester, BODY_NODE_HAND, !(nTouchAttack > 0)); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oMainTarget, 1.7, FALSE); if(nTouchAttack > 0 && oManifester != oMainTarget) // Don't shoot yourself, idiots { //Check for Power Resistance if(PRCMyResistPower(oManifester, oMainTarget, nPen)) { // Roll damage nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, TRUE); // Target-specific stuff nDamage = GetTargetSpecificChangesToDamage(oMainTarget, oManifester, nDamage, TRUE, TRUE); // Apply the damage. Critical hits & precision damage apply ApplyTouchAttackDamage(oManifester, oMainTarget, nTouchAttack, nDamage, enAdj.nDamageType); // Apply damage to Chain targets if(manif.bChain) { // Halve the damage nOriginalDamage = nDamage / 2; for(i = 0; i < array_get_size(oManifester, PRC_CHAIN_POWER_ARRAY); i++) { // Get target to affect oChainTarget = array_get_object(oManifester, PRC_CHAIN_POWER_ARRAY, i); // Determine damage nDamage = nOriginalDamage; // Target-specific stuff nDamage = GetTargetSpecificChangesToDamage(oChainTarget, oManifester, nDamage, TRUE, TRUE); // Apply VFX and damage to chained target eDamage = EffectDamage(nDamage, enAdj.nDamageType); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oChainTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oChainTarget); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(enAdj.nVFX2, oMainTarget, BODY_NODE_CHEST), oChainTarget, 1.7, FALSE); }// end for - Chain targets }// end if - Chain Power }// end if - SR check }// end if - Touch attack hit if(GetIsObjectValid(oSplitTarget)) { // Touch attack the main target nTouchAttack = PRCDoRangedTouchAttack(oSplitTarget); // Shoot the ray eRay = EffectBeam(enAdj.nVFX2, oManifester, BODY_NODE_HAND, !(nTouchAttack > 0)); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oSplitTarget, 1.7, FALSE); if(nTouchAttack > 0) { //Check for Power Resistance if(PRCMyResistPower(oManifester, oSplitTarget, nPen)) { // Roll damage nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, TRUE); // Target-specific stuff nDamage = GetTargetSpecificChangesToDamage(oSplitTarget, oManifester, nDamage, TRUE, TRUE); // Apply the damage. Critical hits & precision damage apply ApplyTouchAttackDamage(oManifester, oSplitTarget, nTouchAttack, nDamage, enAdj.nDamageType); }// end if - SR check }// end if - Touch attack hit }// end if - There is a target for Split Psionic Ray }// end for - Twin Power }// end if - Successfull manifestation }