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
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			65 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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|    ----------------
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|    Leaping Flame
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| 
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|    tob_dw_lpngflm.nss
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|    ----------------
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| 
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|     31/08/07 by Stratovarius
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| */ /** @file
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| 
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|     Leaping Flame
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| 
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|     Desert Wind (Counter) [Teleport]
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|     Level: Swordsage 5
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|     Prerequisite: Two Desert Wind Maneuvers
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|     Initiation Action: 1 Swift Action
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|     Range: Personal.
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|     Target: You
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|     Duration: Instantaneous
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| 
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|     As your foe attacks you, you disappear in a burst of flame and smoke, 
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|     only to reappear as if out of thin air next to him.
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|     
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|     You teleport up to a 100ft to the person who last attacked you.
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|     This 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_alterations"
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| #include "prc_inc_teleport"
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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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|         location lTarget = GetLocation(oTarget);
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|         // Check if the caster can teleport and inform if they can't
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|         // There's also a range component here
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|         if(GetCanTeleport(oInitiator, lTarget, TRUE, TRUE) && FeetToMeters(100.0) >= GetDistanceBetween(oInitiator, oTarget))
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|         {
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|             // Assign jump command with delay to prevent the damn infinite action loop
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|             DelayCommand(1.0f, AssignCommand(oInitiator, JumpToLocation(lTarget)));
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| 
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|             // Do some VFX
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|             DelayCommand(0.5f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oInitiator, 0.55));
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|             DrawLineFromVectorToVector(DURATION_TYPE_INSTANT, VFX_IMP_WIND, GetArea(oInitiator), GetPosition(oInitiator), GetPositionFromLocation(lTarget), 0.0,
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|                                        FloatToInt(GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget)), // One VFX every meter
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|                                        0.5
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|                                        );
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|         }
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|     }
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| } |