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.
		
			
				
	
	
		
			62 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
 | |
|    ----------------
 | |
|    Stalking Shadow
 | |
| 
 | |
|    tob_stsn_stlkshd
 | |
|    ----------------
 | |
| 
 | |
|    05/12/07 by Stratovarius
 | |
| */ /** @file
 | |
| 
 | |
|     Stalking Shadow
 | |
| 
 | |
|     Setting Sun (Counter)
 | |
|     Level: Swordsage 5
 | |
|     Prerequisite: Two Setting Sun maneuvers
 | |
|     Initiation Action: 1 immediate action
 | |
|     Range: 10 feet
 | |
|     Target: One creature
 | |
| 
 | |
|     When the creature you are battling tries to back away, you step next to it
 | |
|     in the blink of an eye, forcing it to stand and fight or suffer the consequences of withdrawing.
 | |
|     
 | |
|     You immediately move to any spot adjacent to your enemy, provided it is within range.
 | |
| */
 | |
| 
 | |
| #include "tob_inc_move"
 | |
| #include "tob_movehook"
 | |
| //#include "prc_alterations"
 | |
| #include "prc_inc_teleport"
 | |
| 
 | |
| 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)
 | |
|     {
 | |
|         location lTarget = GetLocation(oTarget);
 | |
|         // Check if the caster can teleport and inform if they can't
 | |
|         if(FeetToMeters(10.0) >= GetDistanceBetween(oInitiator, oTarget))
 | |
|         {
 | |
|             // Assign jump command with delay to prevent the damn infinite action loop
 | |
|             DelayCommand(1.0f, AssignCommand(oInitiator, JumpToLocation(lTarget)));
 | |
| 
 | |
|             // Do some VFX
 | |
|             DelayCommand(0.5f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oInitiator, 0.55));
 | |
|             DrawLineFromVectorToVector(DURATION_TYPE_INSTANT, VFX_IMP_WIND, GetArea(oInitiator), GetPosition(oInitiator), GetPositionFromLocation(lTarget), 0.0,
 | |
|                                        FloatToInt(GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget)), // One VFX every meter
 | |
|                                        0.5
 | |
|                                        );
 | |
|         }
 | |
|     }
 | |
| } |