/* ---------------- Vampiric Blade psi_pow_vampwep ---------------- 5/11/05 by Stratovarius */ /** @file Vampiric Blade Psychometabolism Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 5 Metapsionics: Extend When this power is manifested, your weapon takes on an ominous glimmer. Each time you make a successful attack against a living creature, you are healed of some amount of damage. Your weapon attack gains the vampiric regeneration quality, with power equal to half your manifester level for the duration of the power. */ #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 = IPGetTargetedOrEquippedMeleeWeapon(); // Validity check if(!GetIsObjectValid(oTarget)) { FloatingTextStrRefOnCreature(83615, oManifester); // Item must be weapon or creature holding a weapon return; } struct manifestation manif = EvaluateManifestation(oManifester, oTarget, PowerAugmentationProfile(), METAPSIONIC_EXTEND ); if(manif.bCanManifest) { effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eVis = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); itemproperty ipVReg = ItemPropertyVampiricRegeneration(manif.nManifesterLevel / 2); float fDuration = 6.0f * manif.nManifesterLevel; if(manif.bExtend) fDuration *= 2; // Apply the itemproperties AddItemProperty(DURATION_TYPE_TEMPORARY, ipVReg, oTarget, 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); } }