PRC8/nwn/nwnprc/trunk/newspellbook/tob_stdr_adbones.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

66 lines
2.2 KiB
Plaintext

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