/* ---------------- Claws of the Vampire psi_pow_clwvamp ---------------- 5/11/05 by Stratovarius */ /** @file Claws of the Vampire Psychometabolism Level: Psychic warrior 3 Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 5 Metapsionics: Extend If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature, you are healed of some amount of damage. Your claw 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 = PRCGetSpellTargetObject(); struct manifestation manif = EvaluateManifestation(oManifester, oTarget, PowerAugmentationProfile(), METAPSIONIC_EXTEND ); if(manif.bCanManifest) { object oLClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget); object oRClaw = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget); 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; // Must have claws check if(!(GetIsObjectValid(oLClaw) || GetIsObjectValid(oRClaw))) { // "Target does not posses a claw attack!" FloatingTextStrRefOnCreature(16826653, oManifester, FALSE); return; } // Apply the itemproperties AddItemProperty(DURATION_TYPE_TEMPORARY, ipVReg, oLClaw, fDuration); AddItemProperty(DURATION_TYPE_TEMPORARY, ipVReg, oRClaw, 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); }// end if - Successfull manifestation }