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