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.
		
			
				
	
	
		
			65 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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|    ----------------
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|    Fan the Flames
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| 
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|    tob_dw_fnflms
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|    ----------------
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| 
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|    15/07/07 by Stratovarius
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| */ /** @file
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| 
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|     Fan the Flames
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| 
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|     Desert Wind (Strike) [Fire]
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|     Level: Swordsage 3
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|     Prerequisite: One Desert Wind maneuver
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|     Initiation Action: 1 Standard Action
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|     Range: 30'
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|     Target: One Creature
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| 
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|     Flickering flames dance along your blade, then springs
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|     toward your target as you sweep your sword through the air.
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|     
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|     If successful on a ranged touch attack, you deal 6d6 fire damage.
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|     This maneuver is a supernatural maneuver.
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| */
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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_sp_tch"
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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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| 
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| // End of Spell Cast Hook
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| 
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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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| 
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|     if(move.bCanManeuver)
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|     {
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|         //Fire cast spell at event for the specified target
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|         SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
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|         effect eRay = EffectBeam(VFX_BEAM_FIRE, OBJECT_SELF, BODY_NODE_HAND);
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|         effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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|         
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|         int iAttackRoll = PRCDoRangedTouchAttack(oTarget);;
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|         if(iAttackRoll > 0)
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|         {            
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|                  // perform ranged touch attack and apply sneak attack if any exists
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|                  int nDamage = d6(6);
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|                  if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
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|                  ApplyTouchAttackDamage(OBJECT_SELF, oTarget, iAttackRoll, nDamage, DAMAGE_TYPE_FIRE);
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|    
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|                  //Apply the VFX impact and damage effect
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|                  SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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|                  SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7,FALSE);
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|         }
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|     }
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| } |