////////////////////////////////////////////////// // Mountain Avalanche On Enter // Stone Dragon (Strike) // tob_stdr_mtavlA.nss ////////////////////////////////////////////////// /** @file Mountain Avalanche Stone Dragon (Strike) Level: Crusader 5, swordsage 5, warblade 5 Prerequisite: Two Stone Dragon maneuvers Initiation Action: 1 full-round action Range: Personal Target: You Saving Throw: Reflex half; see text You wade through your enemies like a stone giant rampaging through a mob of orcs. You crush them underfoot and drive them before you, leaving a trail of the dead in your wake. As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. If you enter and occupy the space occupied by such a creature, it takes damage equal to 2d6 + 1 1/2 times your Str bonus (if any). You can deal trampling damage to a creature only once per round, no matter how many times you move into or through its space. You must move into every square a creature occupies to trample it. If you move over only part of the space a creature occupies, it can either attempt an attack of opportunity against you or it can attempt a Reflex save (DC 15 = your Str modifier) to avoid half of your trampling damage. Use the inc_draw stuff */ #include "tob_inc_tobfunc" #include "tob_movehook" //#include "prc_alterations" void main() { object oPC = OBJECT_SELF; object oTarget = GetEnteringObject(); int nDam = GetAbilityModifier(ABILITY_STRENGTH, oPC); nDam += (nDam/2); nDam += d6(2); int nSizePC = PRCGetCreatureSize(oPC); int nSizeTarget = PRCGetCreatureSize(oTarget); if(nSizePC >= nSizeTarget) { if(!GetLocalInt(oTarget, "PRC_TOB_TRAMPLED") && (oTarget != oPC)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDam, DAMAGE_TYPE_BLUDGEONING), oTarget); //Screwed up rules SetLocalInt(oTarget, "PRC_TOB_TRAMPLED", 1); DelayCommand(6.0f, DeleteLocalInt(oTarget, "PRC_TOB_TRAMPLED")); } } }