/* ---------------- Energy Ball psi_pow_enball ---------------- 31/7/05 by Stratovarius */ /** @file Energy Ball Psychokinesis [see text] Level: Kineticist 4 Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 7 Metapsionics: Empower, Maximize, Twin, Widen Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save. Electricity: Manifesting a ball 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 ball of this energy type deals +1 point of damage per die. Sonic: A ball 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). For each extra two dice of damage, this power’s save DC increases by 1. @todo 2da */ #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(2, 1, PRC_UNLIMITED_AUGMENTATION ), METAPSIONIC_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN | METAPSIONIC_WIDEN ); if(manif.bCanManifest) { struct energy_adjustments enAdj = EvaluateEnergy(manif.nSpellID, POWER_ENERGYBALL_COLD, POWER_ENERGYBALL_ELEC, POWER_ENERGYBALL_FIRE, POWER_ENERGYBALL_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 = 7 + manif.nTimesAugOptUsed_1; int nDieSize = 6; int nDamage; location lOrigin = PRCGetSpellTargetLocation(); float fRadius = EvaluateWidenPower(manif, FeetToMeters(20.0f)); float fDelay; effect eVis = EffectVisualEffect(enAdj.nVFX1); effect eFNF = EffectVisualEffect(enAdj.nVFX2); effect eDamage; object oTarget; // Handle Twin Power int nRepeats = manif.bTwin ? 2 : 1; for(; nRepeats > 0; nRepeats--) { // Do area VFX ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, lOrigin); // Loop over targets in the line shape oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); while(GetIsObjectValid(oTarget)) { // Difficulty & faction limits on targeting if(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)) { // 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; } } else // Adjust damage according to Reflex Save, Evasion or Improved Evasion nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, enAdj.nSaveType); if(nDamage > 0) { eDamage = EffectDamage(nDamage, enAdj.nDamageType); fDelay = GetDistanceBetweenLocations(lOrigin, GetLocation(oTarget)) / 20.0f; DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget)); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); }// end if - There was still damage remaining to be dealt after adjustments }// end if - SR check }// end if - Allowed to target this object // Get next target oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lOrigin, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE); }// end while - Target loop }// end for - Twin Power }// end if - Successfull manifestation }