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.
71 lines
2.6 KiB
Plaintext
71 lines
2.6 KiB
Plaintext
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// Irresistible Mountain Strike
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// tob_stdr_irmtstr.nss
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// Tenjac 9/12/07
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//////////////////////////////////////////////////
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/** @file Irresistable Mountain Strike
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Stone Dragon (Strike)
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Level: Crusader 6, swordsage 6, warblade 6
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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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Duration: 1 round
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Saving Throw: Fortitude partial
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You slam your weapon into your foe with irresistable force. He can barely move as he struggles
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to marshal his defenses against you.
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Your mighty attack causes your opponent to stagger aimlessly for a few key moments, leaving
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him unable to act fully on his next turn.
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As part of this maneuver, you make a single melee attack. This asstack deals an extra 4d6
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points of damage. A creature hit by this strike must also make a successful Fortitude save
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(DC 16 + your Str modifier) or be unable to take a standard action for 1 round. It can
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otherwise act as normal. A creature that successfully saves still takes the extra damage.
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This maneuver functions only against opponents standing on the ground. A flying creature or
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a levitating target need not save against the action loss effect, but still takes the extra
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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, d6(4), 0, "Iron Bones Hit", "Iron Bones Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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//Save
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int nDC = 16 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator);
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oInitiator, 1.0))
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{
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectDazed(), oTarget, RoundsToSeconds(1));
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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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}
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