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.
72 lines
2.0 KiB
Plaintext
72 lines
2.0 KiB
Plaintext
/*
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----------------
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Obscuring Shadow Veil
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tob_sdhd_obscvl
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----------------
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31/03/07 by Stratovarius
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*/ /** @file
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Obscuring Shadow Veil
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Shadow Hand (Strike)
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Level: Swordsage 4
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Prerequisite: Two Shadow Hand maneuvers
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Initiation Action: 4 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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As you strike your opponent, you summon the fell energies of the Shadow Hand school
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to rob your foe of her sight. Inky, black energy burrows into her eyes, rendering her
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blind for a few critical moments.
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Your attack deals an additional 5d6 damage. If the foe fails a Fort save vs 14 + Wisdom modifier
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the foe suffers a 50% miss chance for one round.
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This is a supernatural maneuver.
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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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int nDamage = d6(5);
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int nDamageType = DAMAGE_TYPE_MAGICAL;
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effect eNone;
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PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, nDamage, nDamageType, "Obscuring Shadow Veil Hit", "Obscuring Shadow Veil Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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// Saving Throw
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if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (14 + GetAbilityModifier(ABILITY_WISDOM, oInitiator))))
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{
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effect eLink = SupernaturalEffect(EffectVisualEffect(VFX_IMP_HEAD_EVIL));
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
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eLink = SupernaturalEffect(EffectMissChance(50));
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
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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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// 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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} |