Clear out experimental .35 files

Clear out experimental .35 files
This commit is contained in:
Jaysyn904
2024-02-11 13:04:14 -05:00
parent 2112b92e24
commit 618cd42b82
22356 changed files with 0 additions and 1248956 deletions

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@@ -1,86 +0,0 @@
/*
----------------
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);
}
}