Clear out experimental .35 files
Clear out experimental .35 files
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/*
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----------------
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Ballista Throw
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tob_stsn_blstthr.nss
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----------------
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05/12/07 by Stratovarius
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*/ /** @file
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Ballista Throw
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Setting Sun (Strike)
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Level: Swordsage 6
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Prerequisite: Two Setting Sun maneuvers
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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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You grab your opponent and spin him like a top, swinging him around before throwing him
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at your opponents like a bolt from a ballista
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Make a trip attempt against your target. You get a +4 bonus on this attempt and cannot be tripped
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if you fail on this attempt. If you succeed on the check, your enemy is thrown in a 60 foot line. The target
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and all creatures in the line take 6d6 damage.
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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_inc_combmove"
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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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// Trip attempt
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int nSucceed = DoTrip(oInitiator, oTarget, 4, FALSE, FALSE);
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// If you succeed, toss em away 60 feet and knock em down
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if (nSucceed)
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{
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float fDist = 60.0;
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// Find the target to be tossed into
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int nStop = FALSE;
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location lTarget = GetLocation(oTarget);
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vector vOrigin = GetPosition(oInitiator);
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object oAreaTarget = MyFirstObjectInShape(SHAPE_SPELLCYLINDER, FeetToMeters(60.0), lTarget, TRUE, OBJECT_TYPE_CREATURE, vOrigin);
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while(GetIsObjectValid(oAreaTarget) && !nStop)
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{
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// No hitting yourself or your friends, and they need to be within hitting range.
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if(oTarget != oAreaTarget && GetIsEnemy(oAreaTarget, oInitiator))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(6)),oAreaTarget);
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}// end if - Target validity check
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// Get next target
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oAreaTarget = MyNextObjectInShape(SHAPE_SPELLCYLINDER, FeetToMeters(60.0), lTarget, TRUE, OBJECT_TYPE_CREATURE, vOrigin);
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}// end while - Target loop
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// Knock em down
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_DoBullRushKnockBack(oTarget, oInitiator, fDist);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(EffectKnockdown()), oTarget, 6.0);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(6)), oTarget);
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}
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}
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}
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