forked from Jaysyn/PRC8
Updated Vow of Poverty. Added Sanctify Ki Strike, Holy Strike, Fist of Heavens, Vow of Abstinence, Vow of Chastity & Gift of Faith. (@fenac). Turned off the Taunt & Parry skills. Re-disabled AC & save bonuses from Tumble & Spellcraft. Updated min() & max() to PRCmin() & PRCmax() to not conflict with similarly named NUI adjacent functions. Set Point Blank Shot to 30' per PnP. Added icon for Chosen of Evil. Started work on Hidden Talent. Created Psionics function cheatsheet. Updated release archive.
108 lines
4.4 KiB
Plaintext
108 lines
4.4 KiB
Plaintext
/*
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----------------
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Energy Wall, OnHeartBeat
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psi_pow_enwall2
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----------------
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26/3/05 by Stratovarius
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*/ /** @file
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Energy Wall, OnHeartBeat
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Metacreativity (Creation) [see text]
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Level: Psion/wilder 3
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Manifesting Time: 1 standard action
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Range: Medium (100 ft. + 10 ft./ level)
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Area: An opaque sheet of energy 10m long and 2m wide
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Duration: 1d4 rounds + 1 round/level
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Saving Throw: Reflex half or Fortitude half; see text
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Power Resistance: No
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Power Points: 5
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Metapsionics: Extend, Empower, Maximize, Twin, Widen
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Upon manifesting this power, you choose cold, electricity, fire, or sonic.
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You create an immobile sheet of energy of the chosen type formed out of
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unstable ectoplasm. The wall sends forth waves of energy, dealing 2d6 points
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of damage to creatures entering the wall. In addition, anyone that remains
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within the energy wall takes 2d6 points of damage +1 point per manifester
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level (maximum +20).
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If you manifest the wall so that it appears where creatures are, each
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creature takes damage as if passing through the wall.
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Cold: A sheet of this energy type deals +1 point of damage per die. The
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saving throw to reduce damage from a cold wall is a Fortitude save
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instead of a Reflex save.
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Electricity: Manifesting a sheet of this energy type provides a +2 bonus to
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the save DC.
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Fire: A sheet of this energy type deals +1 point of damage per die.
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Sonic: A sheet of this energy type deals -1 point of damage per die
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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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*/
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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 main()
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{
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object oAoE = OBJECT_SELF;
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struct manifestation manif = GetLocalManifestation(oAoE, "PRC_Power_EnergyWall_Manifestation");
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struct energy_adjustments enAdj =
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EvaluateEnergy(manif.nSpellID, POWER_ENERGYWALL_COLD, POWER_ENERGYWALL_ELEC, POWER_ENERGYWALL_FIRE, POWER_ENERGYWALL_SONIC);
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int nDC = GetLocalInt(oAoE, "PRC_Power_EnergyWall_DC") + enAdj.nDCMod;
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int nNumberOfDice = 2;
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int nDieSize = 6;
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int nDamage;
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effect eVis = EffectVisualEffect(enAdj.nVFX1);
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effect eDamage;
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// Loop over AoE contents
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object oTarget = GetFirstInPersistentObject(oAoE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, manif.oManifester))
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, manif.oManifester);
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice, PRCMin(manif.nManifesterLevel, 20), enAdj.nBonusPerDie, TRUE, FALSE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oTarget, 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, oTarget, nDC, enAdj.nSaveType))
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{
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nDamage /= 2;
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if (GetHasMettle(oTarget, 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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}
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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, oTarget, nDC, enAdj.nSaveType);
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// Apply VFX and damage the 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, oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}// end if - Damage left to be dealt
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}// end if - Difficulty level-related targeting limitations
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// Get next target
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oTarget = GetNextInPersistentObject(oAoE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}// end while - Target loop
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}
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