PRC8/nwn/nwnprc/trunk/newspellbook/tob_irnh_dazstr.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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//////////////////////////////////////////////////
// Dazing Strike
// tob_irnh_dazstr.nss
// Tenjac 9/20/07
//////////////////////////////////////////////////
/** Dazing Strike
Iron Heart(Strike)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
Through focus, raw power, and expert aim, you make a mighty attack against your
foe, leaving him temporarily knocked senseless by your attack.
The proper applications of force to just the right part of a foe's anatomy allows
you to disrupt his actions. While he stumbles back, senseless, you press the
advantage.
You make a single melee attack as part of this strike. If this attack hits, the
target takes melee damage normally and must make a Fortitude save (DC 15 + your
Str modifier) or be dazed for 1 round.
*/
#include "tob_inc_move"
#include "tob_movehook"
////#include "prc_alterations"
void TOBAttack(object oTarget, object oInitiator)
{
effect eNone;
PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Dazing Strike Hit", "Dazing Strike Miss");
if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
{
// Saving Throw
if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (15 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator))))
{
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectDazed(), oTarget, RoundsToSeconds(1));
}
}
}
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));
}
}