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.
70 lines
2.9 KiB
Plaintext
70 lines
2.9 KiB
Plaintext
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// Adamantine Hurricane
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// tob_irnh_adamhr.nss
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// Tenjac 9/20/07
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//////////////////////////////////////////////////
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/** @file Adamantine Hurrican
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Iron Heart(Strike)
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Level: Warblade 8
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Prerequisite: Three Iron Heart Maneuvers
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Initiation Action: 1 standard action
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Range: Melee attack
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Targets: One or more adjacent creatures you threaten
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In a blur of motion, you make a short, twisting leap in the air. As you turn, your
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weapon flashes through the enemies around you like a blazing comet. As you drop
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back to the ground in your fighting stance, your enemies crumple to the ground
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around you.
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You sweep your weapon in a circle around you, striking out at nearby enemies. You
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strike with the speed and ferocity of a lightning bolt, forcing your enemies to
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rely on their relexes for protection rather than their armor and shields.
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You make two melee attacks against each adjacent oppoenent you threaten when you
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initiate this maneuver. You receive a +4 bonus on each of these attacks, which are
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otherwise made with your highest attack bonus.
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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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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), GetLocation(oInitiator), TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// No hitting yourself or your friends, and they need to be within hitting range.
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if(oTarget != oInitiator && GetIsEnemy(oTarget, oInitiator) && GetIsInMeleeRange(oTarget, oInitiator))
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{
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//Attack
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DelayCommand(0.0, PerformAttack(oTarget, oInitiator, eNone, 0.0, 4, 0, 0,"Adamantine Hurricane Hit", "Adamantine Hurricane Miss"));
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//Do it again :D
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DelayCommand(0.0, PerformAttack(oTarget, oInitiator, eNone, 0.0, 4, 0, 0,"Adamantine Hurricane Hit", "Adamantine Hurricane Miss"));
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}// end if - Target validity check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), GetLocation(oInitiator), TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}
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}
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