//::////////////////////////////////////////////////////////////////// //:: ;-. ,-. ,-. ,-. //:: | ) | ) / ( ) //:: |-' |-< | ;-: //:: | | \ \ ( ) //:: ' ' ' `-' `-' //::////////////////////////////////////////////////////////////////// //:: /* Combat Strike Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat. By pouring the energy required to maintain your focus into your assault, you batter through your foe's defenses. Prerequisite: Combat Focus, WIS 13, any two other combat form feats, base attack bonus +15 Specifics: If you choose to end your combat focus as a swift action, you gain a bonus on attack rolls and damage rolls equal to your total number of combat form feats for the rest of your current turn. You immediately lose all BENEFITS of combat form feats that affect you only while you are maintaining your combat focus. Use: Selected. Special: A fighter can select Combat Focus as one of his fighter bonus feats. */ //:: //::////////////////////////////////////////////////////////////////// //:: Script: ft_combat_strike.nss //:: Author: Jaysyn //:: Created: 2026-02-22 12:29:37 //::////////////////////////////////////////////////////////////////// #include "prc_inc_spells" #include "prc_inc_cmbtform" #include "prc_x2_itemprop" void main() { object oPC = OBJECT_SELF; if (!GetHasFeat(FEAT_COMBAT_STRIKE, oPC)) return; if (!GetLocalInt(oPC, COMBAT_FOCUS_VAR)) { FloatingTextStringOnCreature("Combat Strike requires active Combat Focus.", oPC, FALSE); return; } if (CountCombatFormFeats(oPC) < 2) { FloatingTextStringOnCreature("Combat Strike requires two other Combat Form feats.", oPC, FALSE); return; } // End Combat Focus immediately DeleteLocalInt(oPC, COMBAT_FOCUS_VAR); DeleteLocalInt(oPC, COMBAT_FOCUS_END); // Remove all Combat Form effects by tag immediately RemoveCombatFocusWillBonus(oPC); RemoveCombatAwarenessBlindsight(oPC); RemoveCombatDefenseAC(oPC); RemoveCombatStabilityBonus(oPC); RemoveCombatVigorFastHeal(oPC); // Apply temporary attack/damage bonus for the current turn int nBonus = CountCombatFormFeats(oPC) + 1; effect eImpact = EffectVisualEffect(VFX_IMP_PDK_WRATH); effect eAtk = EffectAttackIncrease(nBonus); effect eDam = EffectDamageIncrease(IPGetDamageBonusConstantFromNumber(nBonus), DAMAGE_TYPE_BASE_WEAPON); effect eLink = EffectLinkEffects(eAtk, eDam); eLink = TagEffect(eLink, "CombatStrike_Bonus"); eLink = SupernaturalEffect(eLink); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oPC); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, 7.0f); FloatingTextStringOnCreature("*Combat Strike Activated*", oPC, FALSE); }