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.
90 lines
3.1 KiB
Plaintext
90 lines
3.1 KiB
Plaintext
/*
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----------------
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Feigned Opening
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tob_stsn_fgnopn
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----------------
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15/07/07 by Stratovarius
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*/ /** @file
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Feigned Opening
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Setting Sun (Counter)
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Level: Swordsage 3
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Prerequisite: One Setting Sun maneuver.
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Initiation Action: 1 Swift Action
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Range: Melee.
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Target: One Creature.
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You show your opponent a seemingly fatal mistake in your defenses, but easily avoid
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the ensuing attack and simultaneously draw your foe into overextending. As she fights
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to regain her balance, you make a swift counterattack.
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You provoke an attack of opportunity from a creature. If it misses, you get an attack against
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the creature. If it hits, all of your allies who threaten that creature can make an attack against it.
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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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object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
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// First attack, the monster's AoO
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PerformAttack(oInitiator, oTarget, eNone, 0.0, 0, 0, 0, "Feigned Opening Hit", "Feigned Opening Miss");
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if (GetLocalInt(oInitiator, "PRCCombat_StruckByAttack"))
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{
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location lTarget = GetLocation(oTarget);
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// Use the function to get the closest creature as a target
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object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oAreaTarget))
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{
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// Don't hit yourself
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// Make sure the target is both next to the one struck and within melee range of the caster
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// Don't hit the one already struck
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if(oAreaTarget != oInitiator && // You don't get to attack
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GetIsInMeleeRange(oAreaTarget, oTarget) && // Have to be within range
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GetIsFriend(oAreaTarget, oInitiator) && // Only your allies get to attack
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oAreaTarget != oTarget) // Ensures the creature can't attack itself
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{
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// Perform the Attack
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effect eVis = EffectVisualEffect(VFX_IMP_STUN);
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oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oAreaTarget);
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PerformAttack(oTarget, oAreaTarget, eVis, 0.0, 0, 0, GetWeaponDamageType(oWeap), "Feigned Opening Hit", "Feigned Opening Miss");
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}
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//Select the next target within the spell shape.
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oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}
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else
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{
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Feigned Opening Hit", "Feigned Opening Miss");
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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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