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.
66 lines
2.2 KiB
Plaintext
66 lines
2.2 KiB
Plaintext
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// Adamantine Bones
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// tob_stdr_adbones.nss
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///////////////////////////////////////////////
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/** @file Adamantine Bones
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Stone Dragon (Strike)
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Level: Crusader 8, swordsage 8, warblade 8
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Prerequisite: Three Stone Dragon maneuvers
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Initiation Action: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 round
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You are an impenetrable tower of defiance on the battlefield. Attacking
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you is as fruitless as striking a mountain with a walking stick.
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The supreme focus, mental toughness, and physical durability taught by the
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Stone Dragon discipline culminate in this powerful combat maneuver. When
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you make a successful attack, your mind focuses your body into the equivalent
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of a living shard of rock. Even the most ferocious attacks bounce off you without
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harm.
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As part of this maneuver, you make a single melee attack. If this attack hits,
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you gain damage reduction 20/+5 for one round.
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*/
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///////////////////////////////////////////////
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// Tenjac
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// 10.9.07
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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 TOBAttack(object oTarget, object oInitiator)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, DAMAGE_TYPE_SLASHING, "Adamantine Bones Hit", "Adamantine Bones Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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effect eResist = EffectDamageReduction(20, DAMAGE_POWER_PLUS_FIVE, 0);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eResist, oInitiator, 6.0);
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}
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}
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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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DelayCommand(0.0, TOBAttack(oTarget, oInitiator));
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}
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} |