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.
70 lines
2.9 KiB
Plaintext
70 lines
2.9 KiB
Plaintext
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// Adamantine Hurricane
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// tob_irnh_adamhr.nss
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// Tenjac 9/20/07
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//////////////////////////////////////////////////
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/** @file Adamantine Hurrican
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Iron Heart(Strike)
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Level: Warblade 8
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Prerequisite: Three Iron Heart Maneuvers
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Initiation Action: 1 standard action
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Range: Melee attack
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Targets: One or more adjacent creatures you threaten
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In a blur of motion, you make a short, twisting leap in the air. As you turn, your
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weapon flashes through the enemies around you like a blazing comet. As you drop
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back to the ground in your fighting stance, your enemies crumple to the ground
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around you.
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You sweep your weapon in a circle around you, striking out at nearby enemies. You
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strike with the speed and ferocity of a lightning bolt, forcing your enemies to
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rely on their relexes for protection rather than their armor and shields.
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You make two melee attacks against each adjacent oppoenent you threaten when you
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initiate this maneuver. You receive a +4 bonus on each of these attacks, which are
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otherwise made with your highest attack bonus.
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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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effect eNone;
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), GetLocation(oInitiator), TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// No hitting yourself or your friends, and they need to be within hitting range.
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if(oTarget != oInitiator && GetIsEnemy(oTarget, oInitiator) && GetIsInMeleeRange(oTarget, oInitiator))
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{
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//Attack
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DelayCommand(0.0, PerformAttack(oTarget, oInitiator, eNone, 0.0, 4, 0, 0,"Adamantine Hurricane Hit", "Adamantine Hurricane Miss"));
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//Do it again :D
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DelayCommand(0.0, PerformAttack(oTarget, oInitiator, eNone, 0.0, 4, 0, 0,"Adamantine Hurricane Hit", "Adamantine Hurricane Miss"));
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}// end if - Target validity check
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// Get next target
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, FeetToMeters(10.0), GetLocation(oInitiator), TRUE, OBJECT_TYPE_CREATURE);
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}// end while - Target loop
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}
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}
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