Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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