/* ---------------- Pearl of Black Doubt tob_dmnd_prlbdt ---------------- 15/07/07 by Stratovarius */ /** @file Pearl of Black Doubt Diamond Mind (Stance) Level: Swordsage 3, Warmage 3 Prerequisite: One Diamond Mind maneuver. Initiation Action: 1 Swift Action Range: Personal Target: You Duration: Stance With every miss, your opponents become more uncertain, their doubt growing like an irritating pearl in the mouth of a helpless oyster. You prey on your opponents' fear and lack of confidence. Each failed attack against you reminds them that their skill cannot hope to match yours. When you enter this stance, you become more difficult to hit with each successive attack that misses you. Each time an opponent misses you with a melee attack, you gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn and is cumulative for the round. The bonus applies to any attacks made by all opponents until the beginning of your next turn. */ #include "x0_i0_match" #include "tob_inc_move" #include "tob_movehook" ////#include "prc_alterations" #include "x0_i0_match" #include "tob_inc_move" #include "tob_movehook" const float POBD_RADIUS_MELEE = 8.0; int GetApproximateAPR(object oCreature) { int nBAB = GetBaseAttackBonus(oCreature); int nAttacks = 1; if (nBAB >= 6) nAttacks++; if (nBAB >= 11) nAttacks++; if (nBAB >= 16) nAttacks++; if (GetHasEffect(EFFECT_TYPE_HASTE, oCreature)) { nAttacks++; } return nAttacks; } void PoBDZeroRecursive(object oTarget) { if (GetHasSpellEffect(MOVE_DM_PEARL_BLACK_DOUBT, oTarget)) { DeleteLocalInt(oTarget, "PearlOfBlackDoubtBonus"); DelayCommand(6.0, PoBDZeroRecursive(oTarget)); } } void PoBDACRecursive(object oTarget) { if (!GetHasSpellEffect(MOVE_DM_PEARL_BLACK_DOUBT, oTarget)) return; if (!GetIsInCombat(oTarget)) { DeleteLocalInt(oTarget, "PearlOfBlackDoubtBonus"); return; } int nTotalAPR = 0; location lLoc = GetLocation(oTarget); object oEnemy = GetFirstObjectInShape(SHAPE_SPHERE, 8.0, lLoc, TRUE, OBJECT_TYPE_CREATURE); while (GetIsObjectValid(oEnemy)) { if (GetIsEnemy(oTarget, oEnemy) && GetIsInCombat(oEnemy)) { // Melee only: must be in range and not holding ranged weapon object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oEnemy); int nWeaponBase = GetBaseItemType(oWeapon); if (nWeaponBase == BASE_ITEM_INVALID || !GetWeaponRanged(oWeapon)) { nTotalAPR += GetApproximateAPR(oEnemy); } } oEnemy = GetNextObjectInShape(SHAPE_SPHERE, 8.0, lLoc); } int nBonus = 0; if (nTotalAPR > 0) { nBonus = 2 * nTotalAPR; ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(EffectACIncrease(nBonus)), oTarget, 6.0); } SetLocalInt(oTarget, "PearlOfBlackDoubtBonus", nBonus); DelayCommand(1.0, PoBDACRecursive(oTarget)); } void main() { if (!PreManeuverCastCode()) return; object oInitiator = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); struct maneuver move = EvaluateManeuver(oInitiator, oTarget); if (!move.bCanManeuver) return; object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oInitiator); IPSafeAddItemProperty( oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE ); effect eDur = EffectVisualEffect(VFX_DUR_BLUESHIELDPROTECT); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eDur), oTarget, 9999.0); PoBDACRecursive(oInitiator); PoBDZeroRecursive(oInitiator); }