Moved PRC8 notes into DevNotes. Updated Eternal Blade TLK to explain abilities better. Updated Werewolf to use "monk" gloves when they exist. Added PRC switch to allow Wildshapes to always merge the arms slot. Clicking on a spell effect now opens the spell effect NUI. (@Rakiov)) Added prc_onplayergui event script for spell effect handling. (@Rakiov) Added prc_nui_sd_event and prc_nui_dur_view to handle displaying spell durations. (@Rakiov) Corrected typo in switch name for PRC_CRAFT_POISON_USE_INGREDIENTS Allowed mindblade to work with Vow of Poverty. Eternal Blade - Island in TIme now has a VFX, looks slightly better. Eternal Blade - Guided Strike now functions. Time Stands Still now has an impact VFX. Added optional PRC_ALLOWED_TO_REMOVE_FRIENDLY_SPELLS and PRC_ALLOWED_TO_SEE_HOSTILE_SPELLS switches for the spell effect view window.
68 lines
2.6 KiB
Plaintext
68 lines
2.6 KiB
Plaintext
//////////////////////////////////////////////////
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// Time Stands Still
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// tob_dmnd_timess.nss
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// Tenjac 10/3/07
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//////////////////////////////////////////////////
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/** @file Time Stands Still
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Diamond Mind(Strike)
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Level: Swordsage 9, warblade 9
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Prerequisite: Four Diamond Mind maneuvers
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Initiation Action: 1 full-round action
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Range: Personal
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Target: You
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The raindrops themselves stand still as you act at the speed of thought. You move
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like a blur, catching your enemies by surprise with a complex action carried our in
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a tiny fraction of the time normally needed to complete it.
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In an unmatched burst of speed, agility, and decisive action, you move more quickly
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than the eye can follow. You can lash out with your blade, striking your opponent so
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rapidly that observers can't keep track of your moves.
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As part of this maneuver, you can use a full attack action two times in succession.
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Take your first full attack as normal. Once you have resolved those attacks, you can
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then take another full attack action. You must resolve these actions separately. You
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cannot combine the attacks provided by both atcions as you wish. Instead, you must
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take them separately and in order as normal for a full attack.
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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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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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// End of Spell Cast Hook
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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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effect eHit = EffectVisualEffect(VFX_COM_HIT_SONIC);
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if(move.bCanManeuver)
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{
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// Get total attacks per round
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int nMainAttacks = GetMainHandAttacks(oInitiator);
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int nOffAttacks = GetOffHandAttacks(oInitiator, nMainAttacks);
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int nTotalAttacks = nMainAttacks + nOffAttacks;
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// Apply VFX for each attack
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int i;
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for (i = 0; i < nTotalAttacks; i++)
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{
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DelayCommand(i * 0.2, ApplyEffectAtLocation(
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DURATION_TYPE_INSTANT,
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EffectVisualEffect(VFX_COM_HIT_SONIC),
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GetLocation(oTarget)
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));
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}
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DelayCommand(0.0, PerformAttackRound(oTarget, oInitiator, eHit, 0.0, 0, 0, 0, TRUE, "Time Stands Still Hit!", "Time Stands Still Miss!", FALSE, FALSE, TRUE));
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DelayCommand(1.0, PerformAttackRound(oTarget, oInitiator, eHit, 0.0, 0, 0, 0, TRUE, "Time Stands Still Hit!", "Time Stands Still Miss!", FALSE, FALSE, FALSE));
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}
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} |