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.
183 lines
7.6 KiB
Plaintext
183 lines
7.6 KiB
Plaintext
/*
|
||
----------------
|
||
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
|
||
}
|