PRC8/nwn/nwnprc/trunk/newspellbook/tob_stsn_folstrk.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

85 lines
2.8 KiB
Plaintext

/*
----------------
Fool's Strike
tob_stsn_folstrk
----------------
05/12/07 by Stratovarius
*/ /** @file
Fool's Strike
Setting Sun (Counter)
Level: Swordsage 8
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
A creature strikes, but you turn the blow straight back at it.
Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.
*/
#include "tob_inc_move"
#include "tob_movehook"
//#include "prc_alterations"
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)
{
effect eNone;
object oInitWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
object oTargetWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
int nBase = GetBaseAttackBonus(oTarget);
SetBaseAttackBonus(nBase - 1, oTarget);
if (DEBUG) DoDebug("tob_stsn_folstrk: GetBaseAttackBonus returns " + IntToString(nBase));
//Make sure they *have* a weapon
if(!GetIsObjectValid(oTargetWeap)) // Not a weapon
{
oTargetWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
if (!GetIsObjectValid(oTargetWeap))
{
oTargetWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
if (!GetIsObjectValid(oTargetWeap))
{
oTargetWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget); // If we're down here and they don't have a weapon, damn
}
}
}
int nInit = GetAttackBonus(oTarget, oInitiator, oInitWeap) + d20();
int nTarget = GetAttackBonus(oInitiator, oTarget, oTargetWeap) + d20();
if (nInit >= nTarget)
{
// Deal damage to himself
DelayCommand(0.0, PerformAttack(oTarget, oTarget, eNone, 0.0, 0, 0, 0, "", "", TRUE)); // Uses touch attack to make it more likely he hits
FloatingTextStringOnCreature("Fool's Strike Success", oInitiator, FALSE);
}
else
{
// Foes attacks as normal
DelayCommand(0.0, PerformAttack(oInitiator, oTarget, eNone, 0.0, 0, 0, 0, "Hit", "Miss"));
FloatingTextStringOnCreature("Fool's Strike Fail", oInitiator, FALSE);
}
DelayCommand(6.0, RestoreBaseAttackBonus(oTarget));
}
AssignCommand(oInitiator, ActionAttack(oTarget)); // Make sure they keep attacking after this.
}