Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Revitalizing Strike
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tob_dvsp_revstrk
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----------------
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15/07/07 by Stratovarius
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*/ /** @file
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Revitalizing Strike
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Devoted Spirit (Strike)
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Level: Crusader 3
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Prerequisite: One Devoted Spirit maneuver.
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Initiation Action: 1 Standard Action
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Range: Melee Attack
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Target: One Creature
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As you rear back to strike your foe, an aura of divine energy surrounds you.
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As your attack slams home, this aura dissipates in a flash, knitting your wounds
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as it discharges.
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You make a single attack against an enemy who's alignment has at least one component
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different from yours. If you hit, you or an ally with 10 feet is healed 3d6 + 1 per
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initiator level (max of +10).
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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 TOBAttack(object oTarget, object oInitiator, struct maneuver move)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Revitalizing Strike Hit", "Revitalizing Strike Miss");
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if(GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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if(GetAlignmentGoodEvil(oInitiator) != GetAlignmentGoodEvil(oTarget)
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|| GetAlignmentLawChaos(oInitiator) != GetAlignmentLawChaos(oTarget))
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{
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int nHeal = d6(3) + min(move.nInitiatorLevel, 10);
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object oHeal = GetCrusaderHealTarget(oInitiator, FeetToMeters(10.0));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHeal), oHeal);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_HEALING_L_LAW), oHeal);
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}
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}
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}
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void main()
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{
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if(!PreManeuverCastCode()) return;
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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, move));
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}
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}
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