Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Lingering Inferno
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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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Lingering Inferno
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Desert Wind (Strike) [Fire]
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Level: Swordsage 5
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Prerequisite: Two Desert Wind Maneuvers
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Initiation Action: 1 Standard Action
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Range: Melee
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Target: One creature
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Duration: 3 rounds; see text
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A blue, dancing flame appears on your weapon. As you strike your foe,
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this flame slides off your weapon and covers your enemy in raging fire.
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You make a single melee attack that deals an extra 2d6 fire damage. If it hits
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the foe takes 2d6 fire damage again in each of the next three rounds.
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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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void TOBAttack(object oTarget, object oInitiator)
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{
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effect eNone = EffectVisualEffect(VFX_IMP_FLAME_M);
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int nDamage = d6(2);
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if (GetLocalInt(oInitiator, "DesertFire")) nDamage += d6();
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, nDamage, DAMAGE_TYPE_FIRE, "Lingering Inferno Hit", "Lingering Inferno Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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// Making sure we reroll damage each time.
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effect eDam = EffectLinkEffects(EffectDamage(d6(2), DAMAGE_TYPE_FIRE), eNone);
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DelayCommand(6.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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eDam = EffectLinkEffects(EffectDamage(d6(2), DAMAGE_TYPE_FIRE), eNone);
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DelayCommand(12.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
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eDam = EffectLinkEffects(EffectDamage(d6(2), DAMAGE_TYPE_FIRE), eNone);
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DelayCommand(18.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, 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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DelayCommand(0.0, TOBAttack(oTarget, oInitiator));
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}
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}
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