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.
68 lines
2.1 KiB
Plaintext
68 lines
2.1 KiB
Plaintext
/*
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----------------
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Lingering Inferno
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tob_dw_lpngflm.nss
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----------------
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31/08/07 by Stratovarius
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*/ /** @file
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Lingering Inferno
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Desert Wind (Strike) [Fire]
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Level: Swordsage 5
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Prerequisite: Two Desert Wind Maneuvers
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Initiation Action: 1 Standard Action
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Range: Melee
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Target: One creature
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Duration: 3 rounds; see text
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A blue, dancing flame appears on your weapon. As you strike your foe,
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this flame slides off your weapon and covers your enemy in raging fire.
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You make a single melee attack that deals an extra 2d6 fire damage. If it hits
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the foe takes 2d6 fire damage again in each of the next three rounds.
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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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void TOBAttack(object oTarget, object oInitiator)
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{
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effect eNone = EffectVisualEffect(VFX_IMP_FLAME_M);
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int nDamage = d6(2);
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if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, nDamage, DAMAGE_TYPE_FIRE, "Lingering Inferno Hit", "Lingering Inferno Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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// Making sure we reroll damage each time.
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effect eDam = EffectLinkEffects(EffectDamage(d6(2), DAMAGE_TYPE_FIRE), eNone);
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DelayCommand(6.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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eDam = EffectLinkEffects(EffectDamage(d6(2), DAMAGE_TYPE_FIRE), eNone);
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DelayCommand(12.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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eDam = EffectLinkEffects(EffectDamage(d6(2), DAMAGE_TYPE_FIRE), eNone);
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DelayCommand(18.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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}
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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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// 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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DelayCommand(0.0, TOBAttack(oTarget, oInitiator));
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}
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} |