PRC8/nwn/nwnprc/trunk/newspellbook/tob_irnh_exostl.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

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/*
----------------
Exorcism of Steel
tob_irnh_exostl
----------------
15/07/07 by Stratovarius
*/ /** @file
Exorcism of Steel
Iron Heart (Strike)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver.
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One Creatures
Duration: 1 minute.
Save: Will partial, see text.
You attack, striking not your foe, but his weapon, sending a shockwave down his arm that leaves him unable to strike with full force.
You make a single melee attack. If it is successful, you attempt
to damage the target's weapon. If you damage it successfully, it deals -4 damage.
If the target succeeds on a will save, it deals -2 damage.
*/
#include "tob_inc_move"
#include "tob_movehook"
////#include "prc_alterations"
void TOBAttack(object oTarget, object oInitiator)
{
effect eNone;
object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Exorcism of Steel Hit", "Exorcism of Steel Miss");
if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
{
int nDC = 13 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator);
int nDamage = 4;
if (PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NONE))
nDamage = 2;
effect eDam = EffectDamageDecrease(nDamage, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eDam), oTarget, 60.0);
}
}
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));
}
}