Clear out experimental .35 files
Clear out experimental .35 files
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//////////////////////////////////////////////////
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// Enervating Shadow Strike
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// tob_sdhd_enshds.nss
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// Tenjac 12/14/07
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//////////////////////////////////////////////////
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/** @file
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Shadow Hand (Strike)
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Level: Swordsage 8
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Prerequisite: Three Shadow Hand maneuvers
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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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Saving Throw: Fortitude negates
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Your weapon becomes cloaked in an inky, black nimbus. As you strike your opponent, that energy flows
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into the wound and leaves him pale, weak, and shaking.
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As part of this maneuver, you make a single melee attack. If this attack hits, the target must make a
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successful Fortitude save (DC 18 + your Wis modifier) or gain 1d4 negative levels. You gain 5 temporary
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hit points for each negative level your enemy gains. Temporary hit points gained in this manner last
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until the end of the encounter. The effects of any negative levels bestowed by this strike disappear
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in 24 hours.
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If the target has at least as many negative levels as Hit Dice, it dies. Each negative level gives a
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creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level
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(for determining the power, duration, DC, and other details of spells or special abilities). Additionally,
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a spellcaster loses one spell or spell slot from her highest available level. Negative levels stack.
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In addition to the negative levels, your attack deals normal damage, even if the target succeeds on the
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saving throw.
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This maneuver is a supernatural ability.
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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, 0, "Enervating Shadow Strike Hit", "Enervating Shadow Strike Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (18 + GetAbilityModifier(ABILITY_WISDOM, oInitiator))))
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{
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int nLevels = d4();
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectNegativeLevel(nLevels), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(5 * nLevels), oInitiator);
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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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