PRC8/nwn/nwnprc/trunk/newspellbook/tob_dw_slmdrchrg.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

73 lines
2.2 KiB
Plaintext

/*
----------------
Salamander Charge
tob_dw_slmdrchrg.nss
----------------
19/08/07 by Stratovarius
*/ /** @file
Salamander Charge
Desert Wind (Strike) [Fire]
Level: Swordsage 7
Prerequisite: Three Desert Wind maneuvers
Initiation Action: 1 Full-round action
Range: Personal
Target: You
Duration: Instantaneous, see text
You spin and tumble about the battlefield, a wall of raging flame marking your steps.
You charge your foe. In the space across which you charge, a wall of fire appears, dealing 6d6 damage to all who enter.
This wall lasts for 5 rounds.
This is a supernatural maneuver.
*/
#include "tob_inc_move"
#include "tob_movehook"
#include "prc_inc_combmove"
location FindLocation(object oTarget, object oInitiator);
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)
{
// Yup, thats it.
int nDamage;
if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
DoCharge(oInitiator, oTarget, TRUE, TRUE, nDamage);
effect eAOE = EffectAreaOfEffect(AOE_PER_SALAMANDER_CHARGE);
location lTarget = FindLocation(oTarget, oInitiator);
// So you run over it first
DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eAOE, lTarget, 30.0));
}
}
location FindLocation(object oTarget, object oInitiator)
{
// Calculate location
float fDistance = GetDistanceBetween(oTarget, oInitiator);
location lInitiator = GetLocation(oInitiator);
location lTargetOrigin = GetLocation(oTarget);
vector vAngle = AngleToVector(GetRelativeAngleBetweenLocations(lInitiator, lTargetOrigin));
vector vTargetOrigin = GetPosition(oTarget);
// Half the distance
vector vTarget = vTargetOrigin + (vAngle * (fDistance/2));
return lTargetOrigin = Location(GetArea(oTarget), vTarget, GetFacing(oTarget));
}