#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))
    {
        // Apply a lightning effect to the jumping character.
        ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(1790), oPC);
        
        int iInterval = 15;
        int iEffect = 359;
        
        Jump_JumperTrail(iInterval, iEffect, fDelay = 0.05);
        
        float fPlaceableDuration = 3f;
        string sPlaceableResRef = "cas_jumpsword";
        iInterval = 15;
        
     //   Jump_JumpPlaceableTrail(iInterval, sPlaceableResRef, fPlaceableDuration, fDelay = 0.05);

        // Define the lightning beam effect.
       // float fDuration = 3f;
        
      //  Jump_JumpBeam(iBeamEffect, fDuration = 3f, fDelay = 0f);


        // Apply a lightning effect at the destination location after the jump.
        DelayCommand(fDelay, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1790), lTarget));

        // Optional: Additional visual effects or gameplay logic can be added here.
    }
}
