Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
62 lines
2.7 KiB
Plaintext
62 lines
2.7 KiB
Plaintext
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// Supreme Blade Parry
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// tob_irnh_supbldp.nss
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// Tenjac 9/26/07
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//////////////////////////////////////////////////
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/** Supreme Blade Parry
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Iron Heart(Stance)
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Level: Warblade 8
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Prerequisite: Three Iron Heart maneuvers
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Initiation Action: 1 swift action
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Range: Personal
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Target: You
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Duration: Stance
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You drop into a relaxed pose, allowing your defenses to flow naturally and easily. Your blade
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lashes out to absorb or deflect each attack you face, blunting the force of your enemies' blows.
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As a student of the Iron Heart discipline, you learn that a simple flick of the wrist or turn
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of the blade can transform a deadly strike into a wild miss. In battle, you enter a steady
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rhythm that makes you frustratingly difficult to fight. Your disrupt each attack with a
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perfectly timed counter, leaving your foes' strikes weak and ineffectual.
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While you are in this stance, you gain damage reduction 5/- against any opponent that does not
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catch you flat-footed. To gain this benefit, you must be proficient with the weapon you carry.
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You gain this benefit while unarmed only if you have the Improved Unarmed Strike feat.
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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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object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
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//Wielding a weapon or Improved Unarmed Strike - can't use a weapon without proficiency in NWN
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if(GetIsObjectValid(oWeap) || GetHasFeat(FEAT_IMPROVED_UNARMED_STRIKE, oInitiator))
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{
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effect eLink = EffectLinkEffects(EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, 5, 0), EffectDamageResistance(DAMAGE_TYPE_PIERCING, 5, 0));
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eLink = EffectLinkEffects(eLink, EffectDamageResistance(DAMAGE_TYPE_SLASHING, 5, 0));
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if (GetLocalInt(oInitiator, "KamateStance")) eLink = EffectLinkEffects(eLink, EffectSavingThrowIncrease(SAVING_THROW_ALL, GetLocalInt(oInitiator, "KamateStance")));
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eLink = ExtraordinaryEffect(eLink);
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oInitiator);
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}
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}
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} |