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.
119 lines
4.5 KiB
Plaintext
119 lines
4.5 KiB
Plaintext
/*
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----------------
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Bolt
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psi_pow_bolt
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----------------
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29/10/04 by Stratovarius
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*/ /** @file
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Bolt
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Metacreativity (Creation)
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Level: Psion/wilder 1
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Manifesting Time: 1 standard action
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Range: 0 ft.
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Effect: A stack of 99 normal bolts, arrows, or sling bullets
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Duration: Instantaneous
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Saving Throw: None
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Power Resistance: No
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Power Points: 1
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Metapsionics: Twin
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You create a stack of arrows, bolts, or sling bullets. Ammunition has a +1 enhancement bonus.
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The type of ammunition created depends on what weapon is equipped. Bows produce arrows, slings bullets,
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and all others create bolts.
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Augment: For every 3 additional power points spent, the enhancement increases by +1.
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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_alterations"
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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 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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3, PRC_UNLIMITED_AUGMENTATION
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),
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METAPSIONIC_TWIN
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);
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if(manif.bCanManifest)
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{
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object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oManifester);
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object oAmmo;
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float fBonusDur = 9999.9;
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// Calculate the enhancement bonus
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int nBonus = 1 + manif.nTimesAugOptUsed_1;
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int nDamageBonusConst;
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if (nBonus == 1) nDamageBonusConst = DAMAGE_BONUS_1; // 1 PP
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else if(nBonus == 2) nDamageBonusConst = DAMAGE_BONUS_2; // 4 PP
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else if(nBonus == 3) nDamageBonusConst = DAMAGE_BONUS_3; // 7 PP
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else if(nBonus == 4) nDamageBonusConst = DAMAGE_BONUS_4; // 10 PP
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else if(nBonus == 5) nDamageBonusConst = DAMAGE_BONUS_5; // 13 PP
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else if(nBonus == 6) nDamageBonusConst = DAMAGE_BONUS_6; // 16 PP
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else if(nBonus == 7) nDamageBonusConst = DAMAGE_BONUS_7; // 19 PP
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else if(nBonus == 8) nDamageBonusConst = DAMAGE_BONUS_8; // 22 PP
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else if(nBonus == 9) nDamageBonusConst = DAMAGE_BONUS_9; // 25 PP
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else if(nBonus == 10) nDamageBonusConst = DAMAGE_BONUS_10; // 28 PP
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else if(nBonus == 11) nDamageBonusConst = DAMAGE_BONUS_11; // 31 PP
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else if(nBonus == 12) nDamageBonusConst = DAMAGE_BONUS_12; // 34 PP
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else if(nBonus == 13) nDamageBonusConst = DAMAGE_BONUS_13; // 37 PP
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else if(nBonus == 14) nDamageBonusConst = DAMAGE_BONUS_14; // 40 PP
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else if(nBonus == 15) nDamageBonusConst = DAMAGE_BONUS_15; // 43 PP
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else if(nBonus == 16) nDamageBonusConst = DAMAGE_BONUS_16; // 49 PP
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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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// Create the ammo and apply the bonus
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if(GetBaseItemType(oWeapon) == BASE_ITEM_LONGBOW || GetBaseItemType(oWeapon) == BASE_ITEM_SHORTBOW)
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{
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oAmmo = CreateItemOnObject("NW_WAMAR001", oTarget, 99);
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DelayCommand(1.0, AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_PIERCING, nBonus), oAmmo, fBonusDur));
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}
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else if(GetBaseItemType(oWeapon) == BASE_ITEM_SLING)
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{
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oAmmo = CreateItemOnObject("NW_WAMBU001", oTarget, 99);
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DelayCommand(1.0, AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_BLUDGEONING, nBonus), oAmmo, fBonusDur));
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}
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else // Create crossbow stuff as default, since Psions can always wield one
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{
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oAmmo = CreateItemOnObject("NW_WAMBO001", oTarget, 99);
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DelayCommand(1.0, AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_PIERCING, nBonus), oAmmo, fBonusDur));
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}
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DelayCommand(1.0, AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyAttackBonus(nBonus), oAmmo, fBonusDur));
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// Identify the ammo
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SetIdentified(oAmmo, TRUE);
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}// end for - Twin Power
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}
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}
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