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.
71 lines
2.6 KiB
Plaintext
71 lines
2.6 KiB
Plaintext
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// Irresistible Mountain Strike
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// tob_stdr_irmtstr.nss
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// Tenjac 9/12/07
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//////////////////////////////////////////////////
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/** @file Irresistable Mountain Strike
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Stone Dragon (Strike)
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Level: Crusader 6, swordsage 6, warblade 6
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Initiation Action: 1 standard action
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Range: Melee attack
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Target: One creature
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Duration: 1 round
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Saving Throw: Fortitude partial
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You slam your weapon into your foe with irresistable force. He can barely move as he struggles
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to marshal his defenses against you.
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Your mighty attack causes your opponent to stagger aimlessly for a few key moments, leaving
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him unable to act fully on his next turn.
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As part of this maneuver, you make a single melee attack. This asstack deals an extra 4d6
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points of damage. A creature hit by this strike must also make a successful Fortitude save
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(DC 16 + your Str modifier) or be unable to take a standard action for 1 round. It can
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otherwise act as normal. A creature that successfully saves still takes the extra damage.
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This maneuver functions only against opponents standing on the ground. A flying creature or
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a levitating target need not save against the action loss effect, but still takes the extra
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damage.
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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, d6(4), 0, "Iron Bones Hit", "Iron Bones Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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//Save
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int nDC = 16 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator);
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oInitiator, 1.0))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectDazed(), oTarget, RoundsToSeconds(1));
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}
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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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}
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