Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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} |