Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Inferno Blast
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tob_dw_infrnblst.nss
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----------------
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01/11/07 by Stratovarius
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*/ /** @file
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Inferno Blast
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Desert Wind (Strike) [Fire]
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Level: Swordsage 9
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Prerequisite: Five Desert Wind maneuvers
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Initiation Action: 1 Full-round action
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Range: 60ft.
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Area: Burst
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Duration: Instantaneous
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Saving Throw: Reflex half
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Hot winds swirl around you, and a faint aroma of brimstone sweeps over the area.
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A flickering yellow aura surrounds you and grows in intensity, shedding tremendous
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heat and light. Creatures around you stumble back from the heat. With a howling
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roar, you unleash a hellish blast of fire that melts steel and warps stone.
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You create a blast of fire that deals 100 damage to all creatures in the area.
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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 = 19 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
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//Get the first target in the radius around the caster
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(60.0), 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(oInitiator, GetSpellId()));
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int nDamage = 100;
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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(60.0), PRCGetSpellTargetLocation(), TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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}
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}
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