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