forked from Jaysyn/PRC8
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.
124 lines
4.3 KiB
Plaintext
124 lines
4.3 KiB
Plaintext
/*
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----------------
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Claw of Energy
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psi_pow_clwnrg
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----------------
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5/11/05 by Stratovarius
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*/ /** @file
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Claw of Energy
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Psychokinesis [see text]
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Level: Psychic warrior 4
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Manifesting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 round/level
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Power Points: 7
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Metapsionics: Extend
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If you have a claw attack (either from an actual natural weapon or from an
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effect such as claws of the beast), you can use this power to energize that
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weapon. The claw attack deals an extra 1d8 points of cold, electricity, or
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fire damage (as chosen by you at the time of manifestation) on a successful
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hit.
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If this power is manifested on a claw attack already benefiting from the
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effect of the power, the newer manifestation supersedes the older
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manifestation, even if both manifestations are of different energy types.
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This power’s subtype is the same as the type of energy infused in the
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natural weapon.
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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(),
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METAPSIONIC_EXTEND
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);
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if(manif.bCanManifest)
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{
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int nDamageType;
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object oLClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
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object oRClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis;
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float fDuration = 6.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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// Must have claws check
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if(!(GetIsObjectValid(oLClaw) || GetIsObjectValid(oRClaw)))
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{
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// "Target does not posses a claw attack!"
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FloatingTextStrRefOnCreature(16826653, oManifester, FALSE);
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return;
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}
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// Remove previous Claw of Energy, if any
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RemoveSpecificProperty(oLClaw, ITEM_PROPERTY_DAMAGE_BONUS, -1, IP_CONST_DAMAGEBONUS_1d8, 1, "", -1, DURATION_TYPE_TEMPORARY);
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RemoveSpecificProperty(oRClaw, ITEM_PROPERTY_DAMAGE_BONUS, -1, IP_CONST_DAMAGEBONUS_1d8, 1, "", -1, DURATION_TYPE_TEMPORARY);
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// Determine damage type and VFX
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switch(manif.nSpellID)
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{
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case POWER_CLAW_ENERGY_COLD:
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nDamageType = IP_CONST_DAMAGETYPE_COLD;
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eVis = EffectVisualEffect(VFX_IMP_PULSE_COLD);
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break;
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case POWER_CLAW_ENERGY_ELEC:
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nDamageType = IP_CONST_DAMAGETYPE_ELECTRICAL;
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eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
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break;
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case POWER_CLAW_ENERGY_FIRE:
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nDamageType = IP_CONST_DAMAGETYPE_FIRE;
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eVis = EffectVisualEffect(VFX_IMP_PULSE_FIRE);
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break;
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default:{
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string sErr = "psi_pow_clwnrg: ERROR: Unknown spellID: " + IntToString(manif.nSpellID);
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if(DEBUG) { DoDebug(sErr); Die(); }
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else WriteTimestampedLogEntry(sErr);
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}
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}
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// Apply the itemproperties
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itemproperty ipClaw = ItemPropertyDamageBonus(nDamageType, IP_CONST_DAMAGEBONUS_1d8);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipClaw, oLClaw, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipClaw, oRClaw, fDuration);
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// Do some VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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DelayCommand(1.0f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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DelayCommand(2.0f, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, oTarget, fDuration);
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}// end if - Successfull manifestation
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}
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