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.
		
			
				
	
	
		
			61 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*
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|    ----------------
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|    Charging Minotaur
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| 
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|    tob_stdr_crgmtr
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|    ----------------
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| 
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|    30/03/07 by Stratovarius
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| */ /** @file
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| 
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|     Charging Minotaur
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| 
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|     Stone Dragon (Strike)
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|     Level: Crusader 1, Swordsage 1, Warblade 1
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|     Initiation Action: 1 Full-Round Action
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|     Range: Melee Attack
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|     Target: One Creature
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| 
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|     You charge at your foe, blasting him with such power that he stumbles back.
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|     
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|     Make a Bull Rush attack as part of a charge. You take no AoOs for this action.
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|     If you succeed on the strength check, you deal 2d6 + Str bludgeoning damage,
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|     and the target is pushed back 5 feet, and possibly more.
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| */
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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_inc_combmove"
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| 
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| void Damage(object oInitiator, object oTarget)
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| {
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|     if (GetLocalInt(oInitiator, "Bullrush"))
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|     {
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|         // Deal the damage
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|         effect eDamage = EffectDamage(d6(2) + GetAbilityModifier(ABILITY_STRENGTH, oInitiator), DAMAGE_TYPE_BLUDGEONING);
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|         effect eLink = EffectLinkEffects(eDamage, EffectVisualEffect(VFX_COM_BLOOD_REG_RED));
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|         ApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
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|     }    
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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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| 
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| // End of Spell Cast Hook
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| 
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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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| 
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|     if(move.bCanManeuver)
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|     {
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|     	// Charge and Bull rush are all taken care of in this function
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| 	    DoCharge(oInitiator, oTarget, FALSE, FALSE, 0, -1, TRUE, 0, FALSE, FALSE);  
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|         DelayCommand(1.5, Damage(oInitiator, oTarget));
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|     }
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| } |