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