forked from Jaysyn/PRC8
85 lines
2.3 KiB
Plaintext
85 lines
2.3 KiB
Plaintext
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/*
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----------------
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Pearl of Black Doubt
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tob_dmnd_prlbdt
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----------------
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15/07/07 by Stratovarius
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*/ /** @file
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Pearl of Black Doubt
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Diamond Mind (Stance)
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Level: Swordsage 3, Warmage 3
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Prerequisite: One Diamond Mind maneuver.
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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: Stance
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With every miss, your opponents become more uncertain, their doubt growing
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like an irritating pearl in the mouth of a helpless oyster.
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Whenever a foe swings and misses you, you gain +2 AC.
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*/
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void PoBDACRecursive(object oTarget);
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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 PoBDACRecursive(object oTarget)
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{
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// No need to do this if the spell doesn't exist
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if(GetHasSpellEffect(MOVE_DM_PEARL_BLACK_DOUBT, oTarget))
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{ // No bonuses when not in combat
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if (GetIsInCombat(oTarget))
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{
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int nBonus = GetLocalInt(oTarget, "PearlOfBlackDoubtBonus");
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nBonus += 2;
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(EffectACIncrease(nBonus)), oTarget, 1.01);
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SetLocalInt(oTarget, "PearlOfBlackDoubtBonus", nBonus);
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}
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DelayCommand(1.0, PoBDACRecursive(oTarget));
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}
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}
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// All this one does is zero out the boost every six seconds.
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void PoBDZeroRecursive(object oTarget)
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{
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if(GetHasSpellEffect(MOVE_DM_PEARL_BLACK_DOUBT, oTarget))
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{
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DeleteLocalInt(oTarget, "PearlOfBlackDoubtBonus");
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DelayCommand(6.0, PoBDZeroRecursive(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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object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oInitiator);
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// Add the OnHit
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IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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effect eDur = EffectVisualEffect(VFX_DUR_BLUESHIELDPROTECT);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eDur), oTarget, 9999.0);
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}
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}
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