/* ---------------- Daunting Strike tob_dvsp_dntstrk.nss ---------------- 31/08/07 by Stratovarius */ /** @file Daunting Strike Devoted Spirit (Strike) Level: Crusader 5 Prerequisite: One Devoted Spirit Maneuver Initiation Action: 1 Standard Action Range: Melee Target: One creature Saving Throw: Will negates Duration: 1 minute A blue, dancing flame appears on your weapon. As you strike your foe, this flame slides off your weapon and covers your enemy in raging fire. You make a single melee attack. If it hits, the foe must save against DC 15 + Charisma or be shaken. */ #include "tob_inc_move" #include "tob_movehook" ////#include "prc_alterations" void TOBAttack(object oTarget, object oInitiator) { effect eNone = EffectVisualEffect(PSI_IMP_CONCUSSION_BLAST); PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Daunting Strike Hit", "Daunting Strike Miss"); if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack")) { // Saving Throw if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (15 + GetAbilityModifier(ABILITY_CHARISMA, oInitiator)))) { effect eLink = ExtraordinaryEffect(EffectLinkEffects(EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED), EffectShaken())); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 60.0); } } } void main() { if (!PreManeuverCastCode()) { // If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oInitiator = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); struct maneuver move = EvaluateManeuver(oInitiator, oTarget); if(move.bCanManeuver) { DelayCommand(0.0, TOBAttack(oTarget, oInitiator)); } }