PRC8/nwn/nwnprc/trunk/psionics/psi_pow_vampwep.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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/*
----------------
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);
}
}