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.
		
			
				
	
	
		
			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
 | |
|    ----------------
 | |
|    Holocaust Cloak
 | |
|    
 | |
|    tob_dvsp_mrtsprt.nss
 | |
|    ----------------
 | |
| 
 | |
|     15/07/07 by Stratovarius
 | |
| */ /** @file
 | |
| 
 | |
|     Holocaust Cloak
 | |
| 
 | |
|     Desert Wind (Stance) [Fire]
 | |
|     Level: Swordsage 3
 | |
|     Prerequisite: One Desert Wind Maneuver
 | |
|     Initiation Action: 1 Swift Action
 | |
|     Range: Personal
 | |
|     Target: You
 | |
|     
 | |
|     Fire trails along your blade as you spin it about,
 | |
|     cloaking you in flames that leap out to burn those who attack you.
 | |
|     
 | |
|     You cloak yourself in fire, dealing 5 damage to all who strike you in melee.
 | |
|     This is a supernatural maneuver.
 | |
| */
 | |
| 
 | |
| #include "tob_inc_move"
 | |
| #include "tob_movehook"
 | |
| ////#include "prc_alterations"
 | |
| 
 | |
| 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)
 | |
|     {
 | |
| 	object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oInitiator);
 | |
| 	// Add the OnHit
 | |
| 	IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
 | |
|         effect eDur = SupernaturalEffect(EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD));
 | |
|         SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eDur, oTarget);
 | |
|     }
 | |
| } |