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.
66 lines
2.2 KiB
Plaintext
66 lines
2.2 KiB
Plaintext
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// Adamantine Bones
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// tob_stdr_adbones.nss
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///////////////////////////////////////////////
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/** @file Adamantine Bones
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Stone Dragon (Strike)
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Level: Crusader 8, swordsage 8, warblade 8
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Prerequisite: Three Stone Dragon maneuvers
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Initiation Action: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 round
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You are an impenetrable tower of defiance on the battlefield. Attacking
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you is as fruitless as striking a mountain with a walking stick.
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The supreme focus, mental toughness, and physical durability taught by the
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Stone Dragon discipline culminate in this powerful combat maneuver. When
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you make a successful attack, your mind focuses your body into the equivalent
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of a living shard of rock. Even the most ferocious attacks bounce off you without
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harm.
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As part of this maneuver, you make a single melee attack. If this attack hits,
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you gain damage reduction 20/+5 for one round.
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*/
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///////////////////////////////////////////////
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// Tenjac
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// 10.9.07
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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, DAMAGE_TYPE_SLASHING, "Adamantine Bones Hit", "Adamantine Bones Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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effect eResist = EffectDamageReduction(20, DAMAGE_POWER_PLUS_FIVE, 0);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eResist, oInitiator, 6.0);
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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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} |