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.
72 lines
2.0 KiB
Plaintext
72 lines
2.0 KiB
Plaintext
/*
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----------------
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Obscuring Shadow Veil
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tob_sdhd_obscvl
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----------------
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31/03/07 by Stratovarius
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*/ /** @file
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Obscuring Shadow Veil
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Shadow Hand (Strike)
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Level: Swordsage 4
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Prerequisite: Two Shadow Hand maneuvers
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Initiation Action: 4 Standard Action
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Range: Melee Attack
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Target: One Creature
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Saving Throw: Fortitude Partial.
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As you strike your opponent, you summon the fell energies of the Shadow Hand school
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to rob your foe of her sight. Inky, black energy burrows into her eyes, rendering her
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blind for a few critical moments.
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Your attack deals an additional 5d6 damage. If the foe fails a Fort save vs 14 + Wisdom modifier
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the foe suffers a 50% miss chance for one round.
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This is a supernatural maneuver.
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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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int nDamage = d6(5);
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int nDamageType = DAMAGE_TYPE_MAGICAL;
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, nDamage, nDamageType, "Obscuring Shadow Veil Hit", "Obscuring Shadow Veil Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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// Saving Throw
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (14 + GetAbilityModifier(ABILITY_WISDOM, oInitiator))))
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{
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effect eLink = SupernaturalEffect(EffectVisualEffect(VFX_IMP_HEAD_EVIL));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
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eLink = SupernaturalEffect(EffectMissChance(50));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
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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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} |