Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
75 lines
2.6 KiB
Plaintext
75 lines
2.6 KiB
Plaintext
/*
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Hatchling's Flame
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tob_dw_htchflm.nss
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04/06/07 by Stratovarius
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*/ /** @file
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Hatchling's Flame
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Desert Wind (Strike) [Fire]
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Level: Swordsage 2
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Prerequisite: One Desert Wind Maneuver
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Initiation Action: 1 Standard Action
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Range: 30ft.
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Area: Cone
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Duration: Instantaneous
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Saving Throw: Reflex half
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You focus a burning aura of energy at the end of your blade.
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It forms a seething sphere that, after a moment, bursts into a torrent of energy.
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You create a cone of fire that does 2d6 damage.
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This is a supernatural maneuver.
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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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if(move.bCanManeuver)
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{
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location lTarget = GetLocation(oInitiator);
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int nDC = 12 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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//Get the first target in the radius around the caster
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oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, FeetToMeters(30.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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while(GetIsObjectValid(oTarget))
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{
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if(oTarget != oInitiator)
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{
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
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int nDamage = d6(2);
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if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
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//Run the damage through the various reflex save and evasion feats
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE);
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if(nDamage > 0)
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{
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effect eFire = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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// Apply effects to the currently selected target.
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFire, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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}
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}
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//Get the next target in the specified area around the caster
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oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, FeetToMeters(30.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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} |