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.
77 lines
2.8 KiB
Plaintext
77 lines
2.8 KiB
Plaintext
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// Avalanche of Blades
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// tob_dmnd_avlvld.nss
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// Tenjac 9/28/07
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//////////////////////////////////////////////////
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/** @file Avalanche of Blades
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Diamond Mind (Strike)
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Level: Swordsage 7, warblade 7
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Prerequisite: Three Diamond Mind maneuvers
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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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In a flashing blur of steel, you unleash a devastating volley of deadly
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attacks against your enemy, striking it again and again.
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You lash at an opponent. If your attack hits, you can repeat the same
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attack again and again at nearly superhuman speed, allowing you to score
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multiple hits in a blur of activity. Unfortunately, as soon as an attack
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misses, your tempo breaks, and this delicate maneuver crumbles into a
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flurry of wasted motion.
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As part of this maneuver, you make a single melee attack against an
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opponent. If that attack hits, resolve your damage as normal. You can then
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make another attack against that foe with a -4 penalty on your attack roll.
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If that attack hits, you can make another attack against that opponent with
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a -8 penalty. You continue to make additional attacks, each one with an
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additional -4 penalty, until you miss or your opponent is reduced to -1 hp
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or fewer. You must direct all of these attacks at a single foe.
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*/
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void Owieowieowowow(object oInitiator, object oTarget, int nHit, int nPenalty);
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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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int nHit = 1;
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int nPenalty = 0;
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DelayCommand(0.1, Owieowieowowow(oInitiator, oTarget, nHit, nPenalty));
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}
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}
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void Owieowieowowow(object oInitiator, object oTarget, int nHit, int nPenalty)
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{
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if (GetLocalInt(oInitiator, "SupernalAttack")) nPenalty += 1;
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if(nHit == 1)
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{
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, nPenalty, 0, 0, "Avalanche of Blades Hit", "Avalanche of Blades Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack")) nHit = 1;
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else
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nHit = 0;
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nPenalty -= 4;
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// Make sure the bonus doesn't get passed around
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if (GetLocalInt(oInitiator, "SupernalAttack")) nPenalty -= 1;
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//Again! Again!
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DelayCommand(0.1, Owieowieowowow(oInitiator, oTarget, nHit, nPenalty));
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}
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} |