forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
251 lines
12 KiB
Plaintext
251 lines
12 KiB
Plaintext
/*
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----------------
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Energy Push
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psi_pow_enpush
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----------------
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6/11/04 by Stratovarius
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*/ /** @file
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Energy Push
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Psychokinesis [see text]
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Level: Psion/wilder 2
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Manifesting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./ level)
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Duration: Instantaneous
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Saving Throw: Reflex half or Fortitude half; see text
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Power Resistance: Yes
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Power Points: 3
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Metapsionics: Chain, Empower, Maximize, Twin
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Upon manifesting this power, you choose cold, electricity, fire, or sonic.
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You project a solid blast of energy of the chosen type at a target, dealing
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it 2d6 points of damage. In addition, if a subject of up to one size
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category larger than you fails a Strength check (DC equal to the save DC of
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this power), the driving force of the energy blast pushes it back 5 feet
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plus another 5 feet for every 5 points of damage it takes. If a wall or
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other solid object prevents the subject from being pushed back, the subject
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instead slams into the object and takes an extra 2d6 points of damage from
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the impact (no save).
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Cold: A blast of this energy type deals +1 point of damage per die (damage
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from impact remains at 2d6 points). The saving throw to reduce damage
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from a cold push is a Fortitude save instead of a Reflex save.
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Electricity: Manifesting a blast of this energy type provides a +2 bonus to
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the save DC and a +2 bonus on manifester level checks for the
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purpose of overcoming power resistance.
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Fire: A blast of this energy type deals +1 point of damage per die (damage
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from impact remains at 2d6 points).
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Sonic: A blast of this energy type deals -1 point of damage per die (damage
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from impact remains at 2d6 points) and ignores an object’s hardness.
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This power’s subtype is the same as the type of energy you manifest.
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Augment: For every 2 additional power points you spend, this power’s damage
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increases by one die (d6) and its save DC increases by 1. The damage
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increase applies to both the initial blast and any damage from
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impact with an object.
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*/
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#include "psi_inc_psifunc"
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#include "psi_inc_pwresist"
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#include "psi_spellhook"
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#include "prc_inc_spells"
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#include "psi_inc_enrgypow"
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void DoPush(object oTarget, object oManifester, int nDC, int nNumberOfDice, int nDamageDealt);
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2004-11-02 by Stratovarius
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If you want to make changes to all powers,
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check psi_spellhook to find out more
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*/
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if (!PsiPrePowerCastCode())
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{
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// If code within the PrePowerCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oManifester = OBJECT_SELF;
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object oMainTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oMainTarget,
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PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
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2, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_CHAIN | METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN
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);
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if(manif.bCanManifest)
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{
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struct energy_adjustments enAdj =
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EvaluateEnergy(manif.nSpellID, POWER_ENERGYPUSH_COLD, POWER_ENERGYPUSH_ELEC, POWER_ENERGYPUSH_FIRE, POWER_ENERGYPUSH_SONIC,
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VFX_BEAM_COLD, VFX_BEAM_LIGHTNING, VFX_BEAM_FIRE, VFX_BEAM_MIND);
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int nDC = GetManifesterDC(oManifester) + manif.nTimesAugOptUsed_1 + enAdj.nDCMod;
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int nPen = GetPsiPenetration(oManifester) + enAdj.nPenMod;
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int nNumberOfDice = 2 + manif.nTimesAugOptUsed_1;
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int nDieSize = 6;
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int nOriginalDamage, nDamage, i;
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effect eVis = EffectVisualEffect(enAdj.nVFX1);
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effect eRay = EffectBeam(enAdj.nVFX2, oManifester, BODY_NODE_HAND);
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effect eDamage;
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object oChainTarget;
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// Determine Chain Power targets
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if(manif.bChain)
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EvaluateChainPower(manif, oMainTarget, TRUE);
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// Let the AI know
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PRCSignalSpellEvent(oMainTarget, TRUE, manif.nSpellID, oManifester);
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if(manif.bChain)
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for(i = 0; i < array_get_size(oManifester, PRC_CHAIN_POWER_ARRAY); i++)
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PRCSignalSpellEvent(array_get_object(oManifester, PRC_CHAIN_POWER_ARRAY, i), TRUE, manif.nSpellID, oManifester);
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// Handle Twin Power
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int nRepeats = manif.bTwin ? 2 : 1;
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for(; nRepeats > 0; nRepeats--)
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{
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// Make an SR check
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if(PRCMyResistPower(oManifester, oMainTarget, nPen))
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{
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, 0, enAdj.nBonusPerDie, TRUE, FALSE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oMainTarget, oManifester, nDamage, TRUE, TRUE);
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// Do save
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if(enAdj.nSaveType == SAVING_THROW_TYPE_COLD)
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{
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// Cold has a fort save for half
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if(PRCMySavingThrow(SAVING_THROW_FORT, oMainTarget, nDC, enAdj.nSaveType))
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{
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if (GetHasMettle(oMainTarget, SAVING_THROW_FORT))
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// This script does nothing if it has Mettle, bail
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nDamage = 0;
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nDamage /= 2;
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}
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}
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else
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oMainTarget, nDC, enAdj.nSaveType);
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// Apply VFX and damage to chained target, assuming there is still damage left to deal after modification
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if(nDamage > 0)
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{
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// Apply damage
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eDamage = EffectDamage(nDamage, enAdj.nDamageType);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oMainTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oMainTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oMainTarget, 1.7, FALSE);
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// Do the push effect on the target
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DoPush(oMainTarget, oManifester, nDC, nNumberOfDice, nDamage);
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// Apply damage to Chain targets
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if(manif.bChain)
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{
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// Halve the damage
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nOriginalDamage = nDamage / 2;
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for(i = 0; i < array_get_size(oManifester, PRC_CHAIN_POWER_ARRAY); i++)
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{
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oChainTarget = array_get_object(oManifester, PRC_CHAIN_POWER_ARRAY, i);
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// Determine damage
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nDamage = nOriginalDamage;
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oChainTarget, oManifester, nDamage, TRUE, TRUE);
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// Do save
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if(enAdj.nSaveType == SAVING_THROW_TYPE_COLD)
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{
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// Cold has a fort save for half
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if(PRCMySavingThrow(SAVING_THROW_FORT, oChainTarget, nDC, enAdj.nSaveType))
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nDamage /= 2;
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}
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else
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oChainTarget, nDC, enAdj.nSaveType);
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// Apply VFX and damage to chained target, assuming there is still damage left to deal after modification
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if(nDamage > 0)
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{
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eDamage = EffectDamage(nDamage, enAdj.nDamageType);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oChainTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oChainTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(enAdj.nVFX2, oMainTarget, BODY_NODE_CHEST), oChainTarget, 1.7, FALSE);
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// Do the push effect on the target
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DoPush(oChainTarget, oManifester, nDC, nNumberOfDice, nDamage);
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}// end if - There was still damage remaining to be dealt after adjustments
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}// end for - Chain targets
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}// end if - Chain Power
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}// end if - There was still damage remaining to be dealt after adjustments
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}// end if - SR check
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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void DoPush(object oTarget, object oManifester, int nDC, int nNumberOfDice, int nDamageDealt)
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{
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// Check size
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if(PRCGetCreatureSize(oTarget) <= (PRCGetCreatureSize(oManifester) + 1))
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{
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// Check STR
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if((d20() + GetAbilityModifier(ABILITY_STRENGTH, oTarget)) < nDC)
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{
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// Calculate how far the creature gets pushed
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float fDistance = FeetToMeters(5.0f) * (1 + (nDamageDealt / 5));
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// Determine if they hit a wall on the way
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location lManifester = GetLocation(oManifester);
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location lTargetOrigin = GetLocation(oTarget);
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vector vAngle = AngleToVector(GetRelativeAngleBetweenLocations(lManifester, lTargetOrigin));
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vector vTargetOrigin = GetPosition(oTarget);
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vector vTarget = vTargetOrigin + (vAngle * fDistance);
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if(!LineOfSightVector(vTargetOrigin, vTarget))
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{
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// Hit a wall, binary search for the wall
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float fEpsilon = 1.0f; // Search precision
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float fLowerBound = 0.0f; // The lower search bound, initialise to 0
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float fUpperBound = fDistance; // The upper search bound, initialise to the initial distance
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fDistance = fDistance / 2; // The search position, set to middle of the range
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do{
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// Create test vector for this iteration
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vTarget = vTargetOrigin + (vAngle * fDistance);
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// Determine which bound to move.
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if(LineOfSightVector(vTargetOrigin, vTarget))
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fLowerBound = fDistance;
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else
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fUpperBound = fDistance;
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// Get the new middle point
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fDistance = (fUpperBound + fLowerBound) / 2;
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}while(fabs(fUpperBound - fLowerBound) > fEpsilon);
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}
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// Create the final target vector
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vTarget = vTargetOrigin + (vAngle * fDistance);
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// Determine damage and apply it
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int nDamage = d6(nNumberOfDice); // Assume the die size stays static
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effect eDamage = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY); // Slamming into a solid object
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
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// Move the target
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location lTargetDestination = Location(GetArea(oTarget), vTarget, GetFacing(oTarget));
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AssignCommand(oTarget, ClearAllActions(TRUE));
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AssignCommand(oTarget, JumpToLocation(lTargetDestination));
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}// end if - The target failed the Strength check
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}// end if - The target is small enough
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}
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