Added scripting for Combat Form feats: Combat Focus, Combat Awareness, Combat Stability, Combat Defense, Combat Vitality & Combat Strike. Updated fighter bonus feat lists for Champion of Torm, Dragon Devotee, Eldritch Knight, Fighter, Hospitaler, Psychic Warrior, Serene Guardian, Spellsword and Warblade.
83 lines
2.9 KiB
Plaintext
83 lines
2.9 KiB
Plaintext
//:://////////////////////////////////////////////////////////////////
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//:: ;-. ,-. ,-. ,-.
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//:: | ) | ) / ( )
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//:: |-' |-< | ;-:
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//:: | | \ \ ( )
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//:: ' ' ' `-' `-'
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//:://////////////////////////////////////////////////////////////////
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//::
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/*
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Combat Strike
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Your intense, focused state allows you to see the one critical
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moment in a battle when you hang suspended between victory and
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defeat. By pouring the energy required to maintain your focus
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into your assault, you batter through your foe's defenses.
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Prerequisite: Combat Focus, WIS 13, any two other combat form
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feats, base attack bonus +15
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Specifics: If you choose to end your combat focus as a swift
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action, you gain a bonus on attack rolls and damage rolls equal
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to your total number of combat form feats for the rest of your
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current turn. You immediately lose all BENEFITS of combat form
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feats that affect you only while you are maintaining your combat
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focus.
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Use: Selected.
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Special: A fighter can select Combat Focus as one of his fighter
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bonus feats.
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*/
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//::
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//:://////////////////////////////////////////////////////////////////
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//:: Script: ft_combat_strike.nss
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//:: Author: Jaysyn
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//:: Created: 2026-02-22 12:29:37
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//:://////////////////////////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_inc_cmbtform"
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#include "prc_x2_itemprop"
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void main()
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{
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object oPC = OBJECT_SELF;
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if (!GetHasFeat(FEAT_COMBAT_STRIKE, oPC)) return;
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if (!GetLocalInt(oPC, COMBAT_FOCUS_VAR))
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{
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FloatingTextStringOnCreature("Combat Strike requires active Combat Focus.", oPC, FALSE);
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return;
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}
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if (CountCombatFormFeats(oPC) < 2)
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{
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FloatingTextStringOnCreature("Combat Strike requires two other Combat Form feats.", oPC, FALSE);
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return;
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}
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// End Combat Focus immediately
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DeleteLocalInt(oPC, COMBAT_FOCUS_VAR);
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DeleteLocalInt(oPC, COMBAT_FOCUS_END);
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// Remove all Combat Form effects by tag immediately
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RemoveCombatFocusWillBonus(oPC);
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RemoveCombatAwarenessBlindsight(oPC);
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RemoveCombatDefenseAC(oPC);
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RemoveCombatStabilityBonus(oPC);
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RemoveCombatVigorFastHeal(oPC);
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// Apply temporary attack/damage bonus for the current turn
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int nBonus = CountCombatFormFeats(oPC) + 1;
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effect eImpact = EffectVisualEffect(VFX_IMP_PDK_WRATH);
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effect eAtk = EffectAttackIncrease(nBonus);
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effect eDam = EffectDamageIncrease(IPGetDamageBonusConstantFromNumber(nBonus), DAMAGE_TYPE_BASE_WEAPON);
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effect eLink = EffectLinkEffects(eAtk, eDam);
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eLink = TagEffect(eLink, "CombatStrike_Bonus");
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eLink = SupernaturalEffect(eLink);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oPC);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, 7.0f);
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FloatingTextStringOnCreature("*Combat Strike Activated*", oPC, FALSE);
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} |