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.
76 lines
2.7 KiB
Plaintext
76 lines
2.7 KiB
Plaintext
/*
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Ring of Fire
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tob_dw_ringfire.nss
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04/06/07 by Stratovarius
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*/ /** @file
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Ring of Fire
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Desert Wind (Strike) [Fire]
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Level: Swordsage 6
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Prerequisite: Two Desert Wind maneuvers
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Initiation Action: 1 Standard Action
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Range: 30ft.
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Area: Burst
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Duration: Instantaneous
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Saving Throw: Reflex half
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You move in a blur, your feet wreathed in flaming energy. As you run, you leave a trail of fire behind you.
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You encircle a foe, and the ring of fire you leave behind bursts into an inferno that engulfs your enemy and
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everything else in the area.
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You create a burst of fire that does 12d6 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 = 16 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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//Get the first target in the radius around the caster
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 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(12);
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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_SPHERE, 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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} |