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.
74 lines
2.3 KiB
Plaintext
74 lines
2.3 KiB
Plaintext
/*
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----------------
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Manticore Parry
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tob_irnh_mntpry
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----------------
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13/12/07 by Stratovarius
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*/ /** @file
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Manticore Parry
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Iron Heart (Counter)
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Level: Warblade 6
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Prerequisite: Two Iron Heart maneuvers
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Initiation Action: 1 swift action
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Range: Melee attack
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Target: One creature
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You block an enemy's attack with a lightning-quick parry, then deflect it toward a different target.
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Your foe can barely control its momentum as its attack now slams into an ally.
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Make an opposed attack roll against the targeted creature. If you succeed, he damages an ally of his in melee range.
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If there is no enemy, he damages no one.
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*/
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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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effect eNone;
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object oInitWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
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object oTargetWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
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int nBase = GetBaseAttackBonus(oTarget);
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SetBaseAttackBonus(nBase - 1, oTarget);
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if (DEBUG) DoDebug("tob_stsn_folstrk: GetBaseAttackBonus returns " + IntToString(nBase));
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int nInit = GetAttackBonus(oTarget, oInitiator, oInitWeap) + d20();
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int nTarget = GetAttackBonus(oInitiator, oTarget, oTargetWeap) + d20();
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if (nInit >= nTarget)
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{
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object oAreaTarget = FindNearestNewEnemyWithinRange(oInitiator, oTarget);
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if (nTarget >= GetDefenderAC(oAreaTarget, oInitiator))
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{
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// Deal damage to himself
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effect eDam = GetAttackDamage(oAreaTarget, oTarget, oInitWeap, GetWeaponBonusDamage(oTargetWeap, oAreaTarget), GetMagicalBonusDamage(oTarget, oAreaTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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}
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else
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{
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// Foes attacks as normal
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DelayCommand(0.0, PerformAttack(oInitiator, oTarget, eNone, 0.0, 0, 0, 0, "Hit", "Miss"));
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}
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DelayCommand(6.0, RestoreBaseAttackBonus(oTarget));
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}
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} |