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.
65 lines
2.2 KiB
Plaintext
65 lines
2.2 KiB
Plaintext
/*
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Aura of Triumph
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tob_dvsp_triumph.nss
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19/09/07 by Stratovarius
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*/ /** @file
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Aura of Triumph
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Devoted Spirit (Stance)
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Level: Crusader 6
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Prerequisite: Two Devoted Spirit maneuvers
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Initiation Action: 1 Swift Action
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Range: Personal
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Target: One ally
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Duration: Stance
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You channel the power of good through your body and soul, infusing the area around
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you with a soft, golden radiance. With each blow you strike against evil, you feel
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invigorated and driven onwards.
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While you are in this stance you and the targeted ally both heal 4 points of damage
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with each successful melee attack either of you makes against an evil target.
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*/
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#include "tob_inc_move"
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#include "tob_movehook"
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////#include "prc_alterations"
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void main()
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{
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if (!PreManeuverCastCode())
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{
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// If code within the PreManeuverCastCode (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 oInitiator = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
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if (oTarget == oInitiator)
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{
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FloatingTextStringOnCreature("You cannot target yourself with Aura of Triumph", oInitiator, FALSE);
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return;
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}
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if(move.bCanManeuver)
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{
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object oItem = IPGetTargetedOrEquippedMeleeWeapon();
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// Add the OnHit
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IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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effect eDur = ExtraordinaryEffect(EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDur, oTarget);
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oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
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IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDur, oInitiator);
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SetLocalObject(oInitiator, "DSTriumph", oTarget);
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SetLocalObject(oTarget, "DSTriumph", oInitiator);
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}
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} |