Updated Vow of Poverty. Added Sanctify Ki Strike, Holy Strike, Fist of Heavens, Vow of Abstinence, Vow of Chastity & Gift of Faith. (@fenac). Turned off the Taunt & Parry skills. Re-disabled AC & save bonuses from Tumble & Spellcraft. Updated min() & max() to PRCmin() & PRCmax() to not conflict with similarly named NUI adjacent functions. Set Point Blank Shot to 30' per PnP. Added icon for Chosen of Evil. Started work on Hidden Talent. Created Psionics function cheatsheet. Updated release archive.
61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
/*
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----------------
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Crusader's Strike
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tob_dvsp_crustrk
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----------------
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28/03/07 by Stratovarius
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*/ /** @file
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Crusader's Strike
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Devoted Spirit (Strike)
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Level: Crusader 1
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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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Divine power surrounds your weapon as you strike,
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This power washes over you as your weapon finds its mark,
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mending your wounds and giving you the strength to fight on.
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You make a single attack against an enemy who's alignment has at least one component
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different from yours. If you hit, you or an ally with 10 feet is healed 1d6 + 1 per
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initiator level (max of +5).
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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, struct maneuver move)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Crusader's Strike Hit", "Crusader's Strike Miss");
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if(GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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if(GetAlignmentGoodEvil(oInitiator) != GetAlignmentGoodEvil(oTarget)
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|| GetAlignmentLawChaos(oInitiator) != GetAlignmentLawChaos(oTarget))
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{
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int nHeal = d6() + PRCMin(move.nInitiatorLevel, 5);
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object oHeal = GetCrusaderHealTarget(oInitiator, FeetToMeters(10.0));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHeal), oHeal);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_HEALING_L_LAW), oHeal);
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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()) return;
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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, move));
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}
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} |