Updated all ToB maneuvers with saves to respect Blade Meditation. Added HasBladeMeditationForDiscipline() Expanded Witchborn Binder for epic progression. Fixed a few bugs around Vile Martial strike. Echo Spell shouldn't target self or items. Muckdweller should have a -6 STR. Added new Vile Martial feats to GetVileFeats(). Grappling something now removes invisibility. Started on Power Attack NUI. Starmantle shouldn't stack. Factotum & Shadow Thief of Amn require UMD checks for scroll casting.
72 lines
2.1 KiB
Plaintext
72 lines
2.1 KiB
Plaintext
//////////////////////////////////////////////////
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// Bloodletting Strike
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// tob_sdhd_bldlts.nss
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// Tenjac 12/11/07
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//////////////////////////////////////////////////
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/** @file Bloodletting Strike
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Shadow Hand (Strike)
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Level: Swordsage 5
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Prerequisite: Two Shadow Hand maneuvers
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Initiation Action: 1 standard action
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Range: Melee attack
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Target: One creature
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Saving Throw: Fortitude partial
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Spinning your blade in a butterflylike pattern, you administer a dozen precise cuts in
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an eyeblink. Blood flows from your foe’s opened veins.
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As part of this maneuver, you make a single melee attack. If this attack hits, your
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opponent takes 4 points of Constitution damage in addition to your attack’s normal damage.
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A successful Fortitude save (DC 15 + your Wis modifier) reduces this Constitution damage
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to 2 points, although the foe still takes full normal melee damage.
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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 TOBAttack(object oTarget, object oInitiator)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, 0, 0, "Bloodletting Strike Hit", "Bloodletting Strike Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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int nDam = 4;
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int nDC = 15 + GetAbilityModifier(ABILITY_WISDOM, oInitiator);
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int nBladeMed = HasBladeMeditationForDiscipline(oInitiator, GetDisciplineByManeuver(PRCGetSpellId()));
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if (nBladeMed)
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{
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nDC += 1;
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}
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC)) nDam = 2;
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ApplyAbilityDamage(oTarget, ABILITY_CONSTITUTION, nDam, DURATION_TYPE_TEMPORARY, TRUE, -1.0);
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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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// 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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DelayCommand(0.0, TOBAttack(oTarget, oInitiator));
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}
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}
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