Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
77 lines
2.8 KiB
Plaintext
77 lines
2.8 KiB
Plaintext
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// Avalanche of Blades
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// tob_dmnd_avlvld.nss
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// Tenjac 9/28/07
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//////////////////////////////////////////////////
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/** @file Avalanche of Blades
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Diamond Mind (Strike)
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Level: Swordsage 7, warblade 7
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Prerequisite: Three Diamond Mind maneuvers
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Initiation Action: 1 full-round action
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Range: Melee attack
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Target: One creature
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In a flashing blur of steel, you unleash a devastating volley of deadly
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attacks against your enemy, striking it again and again.
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You lash at an opponent. If your attack hits, you can repeat the same
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attack again and again at nearly superhuman speed, allowing you to score
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multiple hits in a blur of activity. Unfortunately, as soon as an attack
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misses, your tempo breaks, and this delicate maneuver crumbles into a
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flurry of wasted motion.
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As part of this maneuver, you make a single melee attack against an
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opponent. If that attack hits, resolve your damage as normal. You can then
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make another attack against that foe with a -4 penalty on your attack roll.
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If that attack hits, you can make another attack against that opponent with
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a -8 penalty. You continue to make additional attacks, each one with an
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additional -4 penalty, until you miss or your opponent is reduced to -1 hp
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or fewer. You must direct all of these attacks at a single foe.
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*/
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void Owieowieowowow(object oInitiator, object oTarget, int nHit, int nPenalty);
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#include "tob_inc_move"
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#include "tob_movehook"
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////#include "prc_alterations"
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void main()
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{
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if (!PreManeuverCastCode())
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{
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// If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oInitiator = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
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if(move.bCanManeuver)
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{
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int nHit = 1;
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int nPenalty = 0;
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DelayCommand(0.1, Owieowieowowow(oInitiator, oTarget, nHit, nPenalty));
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}
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}
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void Owieowieowowow(object oInitiator, object oTarget, int nHit, int nPenalty)
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{
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if (GetLocalInt(oInitiator, "SupernalAttack")) nPenalty += 1;
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if(nHit == 1)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, nPenalty, 0, 0, "Avalanche of Blades Hit", "Avalanche of Blades Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack")) nHit = 1;
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else
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nHit = 0;
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nPenalty -= 4;
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// Make sure the bonus doesn't get passed around
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if (GetLocalInt(oInitiator, "SupernalAttack")) nPenalty -= 1;
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//Again! Again!
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DelayCommand(0.1, Owieowieowowow(oInitiator, oTarget, nHit, nPenalty));
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}
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} |