Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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} |