/* ---------------- Bone Crusher tob_stdr_bncrsh ---------------- 18/08/07 by Stratovarius */ /** @file Bone Crusher Stone Dragon (Strike) Level: Crusader 3, Swordsage 3, Warblade 3 Initiation Action: 1 Standard Action Range: Melee Attack Target: One Creature Save: Fortitude Partial; see text You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places. You make a single attack against an enemy. If this attack his, you do an extra 4d6 damage. If the target fails a Fortitude save vs 13 + Strength modifier, all further strikes gain a +10 to confirm critical hits. */ #include "tob_inc_move" #include "tob_movehook" ////#include "prc_alterations" void TOBAttack(object oTarget, object oInitiator) { effect eNone = EffectVisualEffect(PSI_IMP_CONCUSSION_BLAST); object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator); PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, d6(4), GetWeaponDamageType(oWeap), "Bone Crusher Hit", "Bone Crusher Miss"); if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack")) { // Saving Throw if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (13 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator)))) { effect eLink = SupernaturalEffect(EffectVisualEffect(VFX_IMP_HEAD_EVIL)); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget); SetLocalInt(oTarget, "BoneCrusher", TRUE); } } } 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)); } }