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.
259 lines
13 KiB
Plaintext
259 lines
13 KiB
Plaintext
/*
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----------------
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Energy Retort
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psi_pow_enrtrt
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----------------
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11/12/04 by Stratovarius
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*/ /** @file
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Energy Retort
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Psychokinesis [see text]
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Level: Psion/wilder 3
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Manifesting Time: 1 standard action
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Range: Personal and close (25 ft. + 5 ft./2 levels); see text
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Targets: You and creature or object attacking you; see text
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Duration: 1 min./level
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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: 5
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Metapsionics: Chain, Empower, Extend, Maximize
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Upon manifesting this power, you choose cold, electricity, fire, or sonic.
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You weave a field of potential energy of the chosen type around your body.
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The first successful attack made against you in each round during the
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power’s duration prompts a response from the field without any effort on
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your part. The attack may be physical, the effect of a power, or the effect
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of a spell (including spell-like, supernatural, and extraordinary
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abilities). An “ectoburst” discharges from the field, targeting the source
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of the attack and dealing 4d6 points of damage of the chosen energy type.
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To be affected, a target must be within close range. The ectoburst is a
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ranged touch attack.
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Cold: A field of this energy type deals +1 point of damage per die. The
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saving throw to reduce damage from a cold retort is a Fortitude save
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instead of a Reflex save.
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Electricity: Manifesting a field 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 field of this energy type deals +1 point of damage per die.
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Sonic: A field of this energy type deals -1 point of damage per die and
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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 additional power point you spend, this power’s duration
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increases by 1 minute.
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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_sp_tch"
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#include "psi_inc_enrgypow"
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const string ENERGY_RETORT_VARNAME_BASE = "PRC_Power_EnergyRetort_";
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void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining);
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void main()
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{
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// Are we running the manifestation part or the onhit part?
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if(GetRunningEvent() != EVENT_ONHIT)
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{
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// Power use hook
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if (!PsiPrePowerCastCode()) return;
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object oManifester = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oTarget,
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PowerAugmentationProfile(PRC_NO_GENERIC_AUGMENTS,
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1, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_CHAIN | METAPSIONIC_EMPOWER | METAPSIONIC_EXTEND | METAPSIONIC_MAXIMIZE
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);
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if(manif.bCanManifest)
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{
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int nDC = GetManifesterDC(oManifester);
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int nPen = GetPsiPenetration(oManifester);
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effect eDur = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD);
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float fDuration = 60.0f * (manif.nManifesterLevel + manif.nTimesAugOptUsed_1);
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if(manif.bExtend) fDuration *= 2;
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// Get the OnHitCast: Unique on the target's armor / hide
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ExecuteScript("prc_keep_onhit_a", oTarget);
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// Hook eventscript
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AddEventScript(oTarget, EVENT_ONHIT, "psi_pow_enrtrt", TRUE, FALSE);
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// Store data for use when hit
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SetLocalManifestation(oTarget, ENERGY_RETORT_VARNAME_BASE + "Manifestation", manif);
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SetLocalInt(oTarget, ENERGY_RETORT_VARNAME_BASE + "DC", nDC);
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SetLocalInt(oTarget, ENERGY_RETORT_VARNAME_BASE + "SRPenetration", nPen);
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// Do VFX for the monitor to look for
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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// Start effect end monitor
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DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, manif.nSpellID, FloatToInt(fDuration) / 6));
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}// end if - Successfull manifestation
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}// end if - Manifesting a power
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else
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{
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object oHit = OBJECT_SELF;
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object oItem = GetSpellCastItem();
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// Make sure the one doing the triggering hit was someone else
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if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR ||
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GetBaseItemType(oItem) == BASE_ITEM_CREATUREITEM
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)
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{
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// Once per round lock
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if(GetLocalInt(oHit, ENERGY_RETORT_VARNAME_BASE + "UsedForRound"))
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return;
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else
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{
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SetLocalInt(oHit, ENERGY_RETORT_VARNAME_BASE + "UsedForRound", TRUE);
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DelayCommand(6.0f, DeleteLocalInt(oHit, ENERGY_RETORT_VARNAME_BASE + "UsedForRound"));
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}
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// Get data from the original manifestation
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struct manifestation manif = GetLocalManifestation(oHit, ENERGY_RETORT_VARNAME_BASE + "Manifestation");
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object oMainTarget = PRCGetSpellTargetObject();
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struct energy_adjustments enAdj =
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EvaluateEnergy(manif.nSpellID, POWER_ENERGYRETORT_COLD, POWER_ENERGYRETORT_ELEC, POWER_ENERGYRETORT_FIRE, POWER_ENERGYRETORT_SONIC,
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VFX_BEAM_COLD, VFX_BEAM_LIGHTNING, VFX_BEAM_FIRE, VFX_BEAM_MIND);
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int nDC = GetLocalInt(oHit, ENERGY_RETORT_VARNAME_BASE + "DC") + enAdj.nDCMod;
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int nPen = GetLocalInt(oHit, ENERGY_RETORT_VARNAME_BASE + "SRPenetration") + enAdj.nPenMod;
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int nNumberOfDice = 4;
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int nDieSize = 6;
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int nTouchAttack,
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nOriginalDamage,
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nDamage,
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i;
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effect eVis = EffectVisualEffect(enAdj.nVFX1);
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effect eRay,
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eDamage;
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float fRange = FeetToMeters(25.0f + (5.0f * (manif.nManifesterLevel / 2)));
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object oChainTarget;
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// Test range
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if(GetDistanceBetween(oHit, oMainTarget) <= fRange)
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{
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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, manif.oManifester);
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if(manif.bChain)
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for(i = 0; i < array_get_size(manif.oManifester, PRC_CHAIN_POWER_ARRAY); i++)
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PRCSignalSpellEvent(array_get_object(manif.oManifester, PRC_CHAIN_POWER_ARRAY, i), TRUE, manif.nSpellID, manif.oManifester);
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// Touch attack the main target
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nTouchAttack = PRCDoRangedTouchAttack(oMainTarget);
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// Shoot the ray
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eRay = EffectBeam(enAdj.nVFX2, manif.oManifester, BODY_NODE_HAND, !(nTouchAttack > 0));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oMainTarget, 1.7, FALSE);
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if(nTouchAttack > 0)
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{
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//Check for Power Resistance
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if(PRCMyResistPower(manif.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, TRUE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oMainTarget, manif.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 the main 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 the damage. Critical hits & precision damage apply
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ApplyTouchAttackDamage(manif.oManifester, oMainTarget, nTouchAttack, nDamage, enAdj.nDamageType);
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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(manif.oManifester, PRC_CHAIN_POWER_ARRAY); i++)
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{
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// Get target to affect
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oChainTarget = array_get_object(manif.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, manif.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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// Apply VFX and damage to chained target
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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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}// 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 is damage left to be dealt
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}// end if - SR check
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}// end if - Touch attack hit
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}// end if - Range check
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}// end if - Manifester was the one hit in the triggering attack
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}// end else - Running OnHit event
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}
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void DispelMonitor(object oManifester, object oTarget, int nSpellID, int nBeatsRemaining)
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{
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// Has the power ended since the last beat, or does the duration run out now
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if((--nBeatsRemaining == 0) ||
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PRCGetDelayedSpellEffectsExpired(nSpellID, oTarget, oManifester)
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)
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{
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if(DEBUG) DoDebug("psi_pow_enrtrt: Expired, cleaning up");
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// Clear the effect presence marker
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DeleteLocalManifestation(oTarget, ENERGY_RETORT_VARNAME_BASE + "Manifestation");
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DeleteLocalInt(oTarget, ENERGY_RETORT_VARNAME_BASE + "DC");
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DeleteLocalInt(oTarget, ENERGY_RETORT_VARNAME_BASE + "SRPenetration");
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// Remove the eventscript
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RemoveEventScript(oTarget, EVENT_ONHIT, "psi_pow_enrtrt", TRUE, FALSE);
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}
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else
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DelayCommand(6.0f, DispelMonitor(oManifester, oTarget, nSpellID, nBeatsRemaining));
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}
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