Clear out experimental .35 files
Clear out experimental .35 files
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//////////////////////////////////////////////////
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// Scything Blade
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// tob_irnh_scythbl.nss
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// Tenjac 9/26/07
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//////////////////////////////////////////////////
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/** @file Scything Blade
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Iron Heat(Boost)
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Level: Warblade 7
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Prerequisite Three Iron Heart 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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You strike at one foe with a long, high backhand cut, then make a quick turn to
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continue the stroke against another nearby enemy.
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You swing your weapon in a wide, deadly arc. With your supreme skill and martial
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training, you aim your attack so that as you strike one opponent, you set yourslef
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up perfectly to make a second attack against a different foe. As your weapon strikes
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one opponent, it cuts into him, then ricochets to your second target.
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If the first melee attack you make during your turn hits, you can immediately make a
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free attack at your highest attack bonus against a different enemy that you threaten.
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You can only gain one free attack each time you initiate this maneuver, regardless of
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how many successful attacks you make in this round.
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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)
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{
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effect eNone;
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PerformAttackRound(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, FALSE, "Scything Blade Hit", "Scything Blade Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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location lLoc = GetLocation(oInitiator);
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object oTarget2 = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(15.0), lLoc, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget2))
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{
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if(!GetIsReactionTypeFriendly(oTarget2) && oTarget2 != oInitiator)
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{
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Scything Blade Hit", "Scything Blade Miss");
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break;
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}
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else oTarget2 = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(15.0), lLoc, TRUE, OBJECT_TYPE_CREATURE);
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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())
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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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effect eVis;
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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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