#include "jump_include"
#include "jump_inc_pattern"

void main()
{
    float fDelay = 1.0;
    int bTurnToTarget = TRUE;

    // Check if the jumper can be activated.
    if (ActivateJumper(fDelay, bTurnToTarget))
    {
        // Lightning and visual effects
        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(355), oPC, 1.0);
        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(460), lPC);
        ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(319), lPC, 10.0);
        //object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjalog", lPC);
        //object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjadum", lPC);
        //object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjadu2", lPC);
        //object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjabox", lPC);
        //object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjatoy", lPC);
        //object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjacut", lPC);
        object oReplacementObject = CreateObject(OBJECT_TYPE_PLACEABLE, "cas_jumpninjacak", lPC);
        DelayCommand(15.0,DestroyObject(oReplacementObject));


        // Force the PC into stealth
        DelayCommand(0.1, SetActionMode(oPC, ACTION_MODE_STEALTH, TRUE));
    }
}
