/* ---------------- Energy Stun psi_pow_enstun ---------------- 6/11/04 by Stratovarius */ /** @file Energy Stun Psychokinesis [see text] Level: Psion/wilder 2 Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 5-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 3 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round. Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save. Electricity: Manifesting a stroke 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 stroke of this energy type deals +1 point of damage per die. Sonic: A stroke 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. */ #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 | METAPSIONIC_WIDEN ); if(manif.bCanManifest) { struct energy_adjustments enAdj = EvaluateEnergy(manif.nSpellID, POWER_ENERGYSTUN_COLD, POWER_ENERGYSTUN_ELEC, POWER_ENERGYSTUN_FIRE, POWER_ENERGYSTUN_SONIC, VFX_FNF_ICESTORM, VFX_FNF_ELECTRIC_EXPLOSION, VFX_FNF_FIREBALL, VFX_FNF_SOUND_BURST); int nDC = GetManifesterDC(oManifester) + manif.nTimesGenericAugUsed + enAdj.nDCMod; int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod; int nNumberOfDice = 1 + manif.nTimesAugOptUsed_1; int nDieSize = 6; int nDamage, bStun; location lTarget = PRCGetSpellTargetLocation(); float fRadius = EvaluateWidenPower(manif, FeetToMeters(5.0f)); float fDelay; effect eVis = EffectVisualEffect(enAdj.nVFX1); effect eExplode = EffectVisualEffect(enAdj.nVFX2); effect eLink = EffectStunned(); eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE)); effect eStun = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE)); effect eDamage; object oTarget; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Do area VFX ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget); // Loop over targets in the line shape oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oTarget)) { if(oTarget != oManifester && spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester) ) { // Let the AI know PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester); // Make an SR check if(PRCMyResistPower(oManifester, oTarget, nPen)) { // Reset stun marker bStun = FALSE; // 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; } // Failed save, now Will save vs Stun else if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, enAdj.nSaveType)) bStun = TRUE; } else { // Adjust damage according to Reflex Save, Evasion or Improved Evasion if(nDamage == (nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, enAdj.nSaveType))) // Failed save, now Will save vs Stun if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, enAdj.nSaveType)) bStun = TRUE; } // Damage, VFX and stun if the target didn't manage to avoid the whole thing (Evasion) if(nDamage > 0) { eDamage = EffectDamage(nDamage, enAdj.nDamageType); fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget)) / 20.0f; DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget)); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); if(bStun) DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0f, FALSE)); }// end if - There was still damage remaining to be dealt after adjustments }// end if - SR check }// end if - Target validity check // Get next target oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE); }// end while - Target loop }// end if - Twin Power }// end if - Successfull manifestation }