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.
146 lines
6.0 KiB
Plaintext
146 lines
6.0 KiB
Plaintext
/*
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Hail of Crystals
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prc_pow_hailcrys
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----------------
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9/4/05 by Stratovarius
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*/ /** @file
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Hail of Crystals
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Metacreativity (Creation)
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Level: Shaper 5
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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: 20-ft.-radius burst
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Duration: Instantaneous
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Saving Throw: Reflex half
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Power Resistance: No
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Power Points: 9
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Metapsionics: Empower, Maximize, Twin, Widen
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A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly
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expands to a 2-foot-diameter ball of crystal as it speeds toward the
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location you designate. You can choose to aim this crystal at a single
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target or at a specific point in space.
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If you aim the crystal at a single target, you must make a ranged touch
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attack to strike the target. Any creature or object struck by the ball of
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crystal takes 5d4 points of bludgeoning damage.
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Whether the crystal hits its target, misses, or was aimed at a point in
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space, it explodes upon arrival at the location you designated. Anyone
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within 20 feet of the explosion takes 9d4 points of slashing damage from the
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thousands of crystal shards that spray forth.
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Augment: For every additional power point you spend, this power’s damage
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from the explosion of the crystal increases by 1d4 points.
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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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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 oBallTarget = PRCGetSpellTargetObject();
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struct manifestation manif =
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EvaluateManifestation(oManifester, oBallTarget,
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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_EMPOWER | METAPSIONIC_MAXIMIZE | METAPSIONIC_TWIN | METAPSIONIC_WIDEN
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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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int nNumberOfDice_Explode = 9 + manif.nTimesAugOptUsed_1;
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int nNumberOfDice_Ball = 5;
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int nDieSize = 4;
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int nDamage, nTouchAttack;
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location lTarget = PRCGetSpellTargetLocation();
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effect eImpact = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
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effect eDamage;
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float fRadius = EvaluateWidenPower(manif, FeetToMeters(20.0f));
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object oExplodeTarget;
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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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// Check if a particular creature was targeted
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if(GetIsObjectValid(oBallTarget))
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{
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// Let the AI know
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PRCSignalSpellEvent(oBallTarget, TRUE, manif.nSpellID, oManifester);
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// Roll touch attack
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nTouchAttack = PRCDoRangedTouchAttack(oBallTarget);
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if(nTouchAttack > 0)
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{
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice_Ball, 0, 0, TRUE, TRUE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oBallTarget, oManifester, nDamage, TRUE, FALSE);
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// Apply the damage and VFX. No Reflex save here, they got hit by a touch attack
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ApplyTouchAttackDamage(oManifester, oBallTarget, nTouchAttack, nDamage, DAMAGE_TYPE_BLUDGEONING);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oBallTarget);
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}// end if - Touch attack hit
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}// end if - A creature was targeted with the ball
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// Either way, shrapnel time
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oExplodeTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oExplodeTarget))
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{
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if(spellsIsTarget(oExplodeTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester))
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{
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// Let the AI know
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PRCSignalSpellEvent(oExplodeTarget, TRUE, manif.nSpellID, oManifester);
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// Roll damage
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nDamage = MetaPsionicsDamage(manif, nDieSize, nNumberOfDice_Explode, 0, 0, TRUE, TRUE);
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// Target-specific stuff
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nDamage = GetTargetSpecificChangesToDamage(oExplodeTarget, oManifester, nDamage, TRUE, FALSE);
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// Adjust damage according to Reflex Save, Evasion or Improved Evasion
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oExplodeTarget, nDC, SAVING_THROW_TYPE_NONE);
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// Apply effects if the target didn't Evade
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if(nDamage > 0)
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{
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eDamage = EffectDamage(nDamage, DAMAGE_TYPE_SLASHING);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oExplodeTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oExplodeTarget);
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}// end if - There was still damage remaining to be dealt after adjustments
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}// end if - Difficulty check
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// Get next target
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oExplodeTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}// end while - Explosion target loop
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}// end for - Twin Power
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}// end if - Successfull manifestation
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}
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