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.
		
			
				
	
	
		
			41 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/*
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    This is the delayed recovery script that the player has to manually fire outside of combat to recover maneuvers.
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*/
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#include "tob_inc_recovery"
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// Counts down a minute, then recovers the maneuvers.
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void Countdown(object oInitiator, int nTime)
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{
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	if (0 >= nTime)
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	{
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		RecoverExpendedManeuvers(oInitiator, MANEUVER_LIST_CRUSADER);
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		RecoverExpendedManeuvers(oInitiator, MANEUVER_LIST_SWORDSAGE);
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		RecoverExpendedManeuvers(oInitiator, MANEUVER_LIST_WARBLADE);
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		RecoverPrCAbilities(oInitiator);
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		FloatingTextStringOnCreature("You have recovered all expended maneuvers", oInitiator, FALSE);
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		if (GetRacialType(oInitiator) == RACIAL_TYPE_RETH_DEKALA)
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		{
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			RecoverExpendedManeuvers(oInitiator, MANEUVER_LIST_RETH_DEKALA);
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			// This readies the maneuvers as well
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        	SetLocalInt(oInitiator, "ManeuverReadied" + IntToString(MANEUVER_LIST_RETH_DEKALA) + IntToString(1), MOVE_DS_DAUNTING_STRIKE);
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        	SetLocalInt(oInitiator, "ManeuverReadied" + IntToString(MANEUVER_LIST_RETH_DEKALA) + IntToString(2), MOVE_TC_DEATH_FROM_ABOVE);
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        	SetLocalInt(oInitiator, "ManeuverReadied" + IntToString(MANEUVER_LIST_RETH_DEKALA) + IntToString(3), MOVE_IH_DISARMING_STRIKE);
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        	SetLocalInt(oInitiator, "ManeuverReadied" + IntToString(MANEUVER_LIST_RETH_DEKALA) + IntToString(4), MOVE_DS_ENTANGLING_BLADE);
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        	SetLocalInt(oInitiator, "ManeuverReadied" + IntToString(MANEUVER_LIST_RETH_DEKALA) + IntToString(5), MOVE_IH_WALL_BLADES);
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        	SetLocalInt(oInitiator, "ManeuverReadied" + IntToString(MANEUVER_LIST_RETH_DEKALA), 5);		
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			FloatingTextStringOnCreature("You have recovered all expended Reth Dekala maneuvers", oInitiator, FALSE);		
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		}
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	}
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	else if (!GetIsInCombat(oInitiator)) // Being in combat causes this to fail
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	{
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		FloatingTextStringOnCreature("You have " + IntToString(nTime) +" seconds until maneuvers are recovered", oInitiator, FALSE);
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		DelayCommand(6.0, Countdown(oInitiator, nTime - 6));
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	}
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}
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void main()
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{
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	object oInitiator = OBJECT_SELF;
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	// One minute out of combat
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	Countdown(oInitiator, 60);
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} |