65 lines
2.1 KiB
Plaintext
65 lines
2.1 KiB
Plaintext
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/*
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----------------
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Leaping Flame
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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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Leaping Flame
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Desert Wind (Counter) [Teleport]
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Level: Swordsage 5
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Prerequisite: Two Desert Wind Maneuvers
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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: Instantaneous
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As your foe attacks you, you disappear in a burst of flame and smoke,
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only to reappear as if out of thin air next to him.
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You teleport up to a 100ft to the person who last attacked you.
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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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#include "prc_inc_teleport"
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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(oTarget);
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// Check if the caster can teleport and inform if they can't
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// There's also a range component here
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if(GetCanTeleport(oInitiator, lTarget, TRUE, TRUE) && FeetToMeters(100.0) >= GetDistanceBetween(oInitiator, oTarget))
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{
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// Assign jump command with delay to prevent the damn infinite action loop
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DelayCommand(1.0f, AssignCommand(oInitiator, JumpToLocation(lTarget)));
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// Do some VFX
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DelayCommand(0.5f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oInitiator, 0.55));
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DrawLineFromVectorToVector(DURATION_TYPE_INSTANT, VFX_IMP_WIND, GetArea(oInitiator), GetPosition(oInitiator), GetPositionFromLocation(lTarget), 0.0,
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FloatToInt(GetDistanceBetweenLocations(GetLocation(oInitiator), lTarget)), // One VFX every meter
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0.5
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);
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}
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}
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}
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