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.
114 lines
4.8 KiB
Plaintext
114 lines
4.8 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Bigby's Forceful Hand
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//:: Spell FileName PHS_S_BigbyForce
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Evocation [Force]
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Level: Sor/Wiz 6
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Components: V, S, F
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Casting Time: 1 standard action
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Range: Medium (20M)
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Effect: Large hand
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Duration: 1 round/level (D)
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Saving Throw: None
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Spell Resistance: Yes
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This spell functions like interposing hand, except that the forceful hand
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pushes away the opponent that you designate. Treat this attack as a bull
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rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for
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being Large, and a +2 bonus for charging, which it always gets). The
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opponent and you roll a d20, you add the +14 bonus, and the target adds
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thier own strength and size bonuses, +4 if they are steady. The hand always
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moves with the opponent to push that target back the full distance allowed.
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that is 2M per round, until they are 20M away.
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Each new round, another bull rush is attempted. If the hand is sucessful,
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it pushes the target back yet futher, if not, then the target can move
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normally.
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Focus: A sturdy glove made of leather or heavy cloth.
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//:://////////////////////////////////////////////
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//:: 3E Bull rush description
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//:://////////////////////////////////////////////
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BULL RUSH
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You can make a bull rush as a standard action (an attack) or as part of a
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charge (see Charge, below). When you make a bull rush, you attempt to push
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an opponent straight back instead of damaging him. You can only bull rush
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an opponent who is one size category larger than you, the same size, or
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smaller.
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Initiating a Bull Rush: First, you move into the defender’s space. Doing
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this provokes an attack of opportunity from each opponent that threatens
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you, including the defender. (If you have the Improved Bull Rush feat, you
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don’t provoke an attack of opportunity from the defender.) Any attack of
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opportunity made by anyone other than the defender against you during a bull
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rush has a 25% chance of accidentally targeting the defender instead, and
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any attack of opportunity by anyone other than you against the defender
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likewise has a 25% chance of accidentally targeting you. (When someone
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makes an attack of opportunity, make the attack roll and then roll to see
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whether the attack went astray.)
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Second, you and the defender make opposed Strength checks. You each add a
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+4 bonus for each size category you are larger than Medium or a -4 penalty
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for each size category you are smaller than Medium. You get a +2 bonus if
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you are charging. The defender gets a +4 bonus if he has more than two legs
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or is otherwise exceptionally stable.
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Bull Rush Results: If you beat the defender’s Strength check result, you
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push him back 5 feet. If you wish to move with the defender, you can push
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him back an additional 5 feet for each 5 points by which your check result
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is greater than the defender’s check result. You can’t, however, exceed your
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normal movement limit. (Note: The defender provokes attacks of opportunity
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if he is moved. So do you, if you move with him. The two of you do not
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provoke attacks of opportunity from each other, however.)
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If you fail to beat the defender’s Strength check result, you move 5 feet
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straight back to where you were before you moved into his space. If that
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space is occupied, you fall prone in that space.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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We will attempt a move back
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Bull rush is simple, and there is wrappers for:
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- Bull rush check
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- Size modifier
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- Steady or not
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Forceful hand only can force them back OR interpose, not both.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_BIGBY"
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void main()
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{
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// Spell Hook Check
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if(!PHS_SpellHookCheck()) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();
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int nCasterLevel = PHS_GetCasterLevel();
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nSpellId = GetSpellId();
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// Duration - 1 round/level
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float fDuration = PHS_GetDuration(PHS_ROUNDS, nCasterLevel, nMetaMagic);
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// Do interposing hand
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if(nSpellId == PHS_SPELL_BIGBYS_FORCEFUL_HAND_INTERPOSING)
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{
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ApplyInterposingHand(oTarget, nSpellId, fDuration, oCaster);
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}
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// Do forceful hand
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else if(nSpellId == PHS_SPELL_BIGBYS_FORCEFUL_HAND_FORCEFUL)
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{
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// +14 bonus to the forceful hand pushback.
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ApplyForcefulHand(oTarget, 14, nSpellId, fDuration, oCaster);
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}
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}
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