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.
75 lines
2.4 KiB
Plaintext
75 lines
2.4 KiB
Plaintext
/*
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Flanking Maneuver
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tob_wtrn_flnkmvr.nss
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29/09/07 by Stratovarius
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*/ /** @file
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Flanking Maneuver
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White Raven (Strike)
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Level: Crusader 5, Warblade 5
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Prerequisite: Two White Raven maneuvers
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Initiation Action: 1 Standard Action
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Range: Melee Attack
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Target: One Creature
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Your keen leadership grants you and your allies a sudden advantage in combat.
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When you flank an opponent, you attack in such a way as to maximize your
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allies's openings. By the same token, your friends's ferocious, accurate
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attacks give you multiple opportunities to pierce your foe's defences.
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If you strike your foe and are flanking him, all allies in melee range and
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flanking your foe make a single attack against the struck creature.
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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 TOBAttack(object oTarget, object oInitiator)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Flanking Maneuver Hit", "Flanking Maneuver Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack") && GetIsFlanked(oTarget, oInitiator))
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{
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location lTarget = GetLocation(oTarget);
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// Use the function to get the closest creature as a target
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object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oAreaTarget))
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{
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// Get Allies, make sure flanking
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if(GetIsFriend(oAreaTarget, oInitiator) && GetIsFlanked(oTarget, oAreaTarget))
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{
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// The free attack
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Flanking Maneuver Hit", "Flanking Maneuver Miss");
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}
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//Select the next target within the spell shape.
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oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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}
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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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DelayCommand(0.0, TOBAttack(oTarget, oInitiator));
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}
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} |