Clear out experimental .35 files
Clear out experimental .35 files
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/*
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1/2/21 by Stratovarius
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Dragon Tail
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Descriptors: Draconic
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Classes: Incarnate, totemist
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Chakra: Feet, waist (totem)
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Saving Throw: See text
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Incarnum forms a row of dragon vertebrae floating inches from your own spine. Ribs grow from the vertebrae, creating a cloak that conceals your back. The cloak continues to grow behind you, extending into a long dragon tail.
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You form a draconic tail that can strike foes, dealing 1d8 points of bludgeoning damage + your Strength modifier. You can make one attack per round with the tail as a standard action.
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Essentia: For every point of essentia invested in your dragon tail, the tail's attack gains a +1 enhancement bonus on attack rolls and damage rolls.
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Chakra Bind (Feet)
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The tail of this soulmeld grows broad and thick.
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The dragon foil provides you with a measure of stability. You gain a +2 competence bonus on Balance and Jump checks. For each point of essentia invested in your dragon tail, the bonus improves by 2.
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Chakra Bind (Waist)
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The vertebrae fuse to your back, the ribs blending into your own. The tail becomes lively and animate, constantly twitching from side to side.
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The dragon tail's damage dealt increases to 2d6 points + 1<>1/2 <20> your Strength bonus.
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Chakra Bind (Totem)
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The tail takes on the appearance of flesh and bone and becomes more agile and animated
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As a standard action, you can make a tail sweep. All creatures adjacent to you automatically take damage as if they had been struck by your dragon tail (Reflex half).
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*/
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#include "prc_inc_combat"
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#include "moi_inc_moifunc"
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void main()
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{
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object oMeldshaper = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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int nEssentia = GetEssentiaInvested(oMeldshaper, MELD_DRAGON_TAIL);
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int nClass = GetMeldShapedClass(oMeldshaper, MELD_DRAGON_TAIL);
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int nDC = GetMeldshaperDC(oMeldshaper, nClass, MELD_DRAGON_TAIL);
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int nDamage;
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if (GetSpellId() == MELD_DRAGON_TAIL_SWEEP)
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{
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location lTarget = GetLocation(oMeldshaper);
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// Use the function to get the closest creature as a target
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object oAreaTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oAreaTarget))
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{
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if(oAreaTarget != oMeldshaper && // Not you
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GetIsInMeleeRange(oMeldshaper, oAreaTarget) && // They must be in melee range
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GetIsEnemy(oAreaTarget, oMeldshaper)) // Only enemies
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{
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nDamage = d8() + GetAbilityModifier(ABILITY_STRENGTH, oMeldshaper) + nEssentia;
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if (GetIsMeldBound(oMeldshaper, MELD_DRAGON_TAIL) == CHAKRA_WAIST) nDamage = d6(2) + FloatToInt(GetAbilityModifier(ABILITY_STRENGTH, oMeldshaper)*1.5) + nEssentia;
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nDamage = PRCGetReflexAdjustedDamage(nDamage, oAreaTarget, nDC, SAVING_THROW_TYPE_NONE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, ExtraordinaryEffect(EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING)), oAreaTarget);
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}
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//Select the next target within the spell shape.
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oAreaTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lTarget, TRUE, OBJECT_TYPE_CREATURE);
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}
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}
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else // SLAM
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{
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int nAttack = GetAttackRoll(oTarget, oMeldshaper, OBJECT_INVALID, 0, nEssentia);
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if(nAttack)
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{
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nDamage = d8()+GetAbilityModifier(ABILITY_STRENGTH, oMeldshaper)+nEssentia;
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if (GetIsMeldBound(oMeldshaper, MELD_DRAGON_TAIL) == CHAKRA_WAIST) nDamage = d6(2)+ FloatToInt(GetAbilityModifier(ABILITY_STRENGTH, oMeldshaper)*1.5) + nEssentia;
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// Critical hit
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if (nAttack == 2)
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{
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nDamage += d8()+GetAbilityModifier(ABILITY_STRENGTH, oMeldshaper)+nEssentia;
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if (GetIsMeldBound(oMeldshaper, MELD_DRAGON_TAIL) == CHAKRA_WAIST) nDamage += d6(2)+ FloatToInt(GetAbilityModifier(ABILITY_STRENGTH, oMeldshaper)*1.5) + nEssentia;
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}
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ApplyEffectToObject(DURATION_TYPE_INSTANT, ExtraordinaryEffect(EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING)), oTarget);
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}
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}
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}
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