/* ---------------- Claw of Energy psi_pow_clwnrg ---------------- 5/11/05 by Stratovarius */ /** @file Claw of Energy Psychokinesis [see text] Level: Psychic warrior 4 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 7 Metapsionics: Extend If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d8 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. If this power is manifested on a claw attack already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types. This power’s subtype is the same as the type of energy infused in the natural weapon. */ #include "psi_inc_psifunc" #include "psi_inc_pwresist" #include "psi_spellhook" #include "prc_alterations" 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; object oTarget = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oTarget, PowerAugmentationProfile(), METAPSIONIC_EXTEND ); if(manif.bCanManifest) { int nDamageType; object oLClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget); object oRClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eVis; float fDuration = 6.0f * manif.nManifesterLevel; if(manif.bExtend) fDuration *= 2; // Must have claws check if(!(GetIsObjectValid(oLClaw) || GetIsObjectValid(oRClaw))) { // "Target does not posses a claw attack!" FloatingTextStrRefOnCreature(16826653, oManifester, FALSE); return; } // Remove previous Claw of Energy, if any RemoveSpecificProperty(oLClaw, ITEM_PROPERTY_DAMAGE_BONUS, -1, IP_CONST_DAMAGEBONUS_1d8, 1, "", -1, DURATION_TYPE_TEMPORARY); RemoveSpecificProperty(oRClaw, ITEM_PROPERTY_DAMAGE_BONUS, -1, IP_CONST_DAMAGEBONUS_1d8, 1, "", -1, DURATION_TYPE_TEMPORARY); // Determine damage type and VFX switch(manif.nSpellID) { case POWER_CLAW_ENERGY_COLD: nDamageType = IP_CONST_DAMAGETYPE_COLD; eVis = EffectVisualEffect(VFX_IMP_PULSE_COLD); break; case POWER_CLAW_ENERGY_ELEC: nDamageType = IP_CONST_DAMAGETYPE_ELECTRICAL; eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND); break; case POWER_CLAW_ENERGY_FIRE: nDamageType = IP_CONST_DAMAGETYPE_FIRE; eVis = EffectVisualEffect(VFX_IMP_PULSE_FIRE); break; default:{ string sErr = "psi_pow_clwnrg: ERROR: Unknown spellID: " + IntToString(manif.nSpellID); if(DEBUG) { DoDebug(sErr); Die(); } else WriteTimestampedLogEntry(sErr); } } // Apply the itemproperties itemproperty ipClaw = ItemPropertyDamageBonus(nDamageType, IP_CONST_DAMAGEBONUS_1d8); AddItemProperty(DURATION_TYPE_TEMPORARY, ipClaw, oLClaw, fDuration); AddItemProperty(DURATION_TYPE_TEMPORARY, ipClaw, oRClaw, fDuration); // Do some VFX SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); DelayCommand(1.0f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); DelayCommand(2.0f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration); }// end if - Successfull manifestation }