/* ---------------- Flanking Maneuver tob_wtrn_flnkmvr.nss ---------------- 29/09/07 by Stratovarius */ /** @file Flanking Maneuver White Raven (Strike) Level: Crusader 5, Warblade 5 Prerequisite: Two White Raven maneuvers Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies's openings. By the same token, your friends's ferocious, accurate attacks give you multiple opportunities to pierce your foe's defences. If you strike your foe and are flanking him, all allies in melee range and flanking your foe make a single attack against the struck creature. */ #include "tob_inc_move" #include "tob_movehook" //#include "prc_alterations" void TOBAttack(object oTarget, object oInitiator) { effect eNone; PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Flanking Maneuver Hit", "Flanking Maneuver Miss"); if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack") && GetIsFlanked(oTarget, oInitiator)) { location lTarget = GetLocation(oTarget); // Use the function to get the closest creature as a target object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE); while(GetIsObjectValid(oAreaTarget)) { // Get Allies, make sure flanking if(GetIsFriend(oAreaTarget, oInitiator) && GetIsFlanked(oTarget, oAreaTarget)) { // The free attack PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Flanking Maneuver Hit", "Flanking Maneuver Miss"); } //Select the next target within the spell shape. oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE); } } } void main() { if (!PreManeuverCastCode()) { // If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oInitiator = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); struct maneuver move = EvaluateManeuver(oInitiator, oTarget); if(move.bCanManeuver) { DelayCommand(0.0, TOBAttack(oTarget, oInitiator)); } }