Clear out experimental .35 files

Clear out experimental .35 files
This commit is contained in:
Jaysyn904
2024-02-11 13:04:14 -05:00
parent 2112b92e24
commit 618cd42b82
22356 changed files with 0 additions and 1248956 deletions

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@@ -1,72 +0,0 @@
/*
----------------
Obscuring Shadow Veil
tob_sdhd_obscvl
----------------
31/03/07 by Stratovarius
*/ /** @file
Obscuring Shadow Veil
Shadow Hand (Strike)
Level: Swordsage 4
Prerequisite: Two Shadow Hand maneuvers
Initiation Action: 4 Standard Action
Range: Melee Attack
Target: One Creature
Saving Throw: Fortitude Partial.
As you strike your opponent, you summon the fell energies of the Shadow Hand school
to rob your foe of her sight. Inky, black energy burrows into her eyes, rendering her
blind for a few critical moments.
Your attack deals an additional 5d6 damage. If the foe fails a Fort save vs 14 + Wisdom modifier
the foe suffers a 50% miss chance for one round.
This is a supernatural maneuver.
*/
#include "tob_inc_move"
#include "tob_movehook"
////#include "prc_alterations"
void TOBAttack(object oTarget, object oInitiator)
{
int nDamage = d6(5);
int nDamageType = DAMAGE_TYPE_MAGICAL;
effect eNone;
PerformAttack(oTarget, oInitiator, eNone, 0.0, 0, nDamage, nDamageType, "Obscuring Shadow Veil Hit", "Obscuring Shadow Veil Miss");
if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
{
// Saving Throw
if (!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (14 + GetAbilityModifier(ABILITY_WISDOM, oInitiator))))
{
effect eLink = SupernaturalEffect(EffectVisualEffect(VFX_IMP_HEAD_EVIL));
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLink, oTarget);
eLink = SupernaturalEffect(EffectMissChance(50));
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, 6.0);
}
}
}
void main()
{
if (!PreManeuverCastCode())
{
// If code within the PreManeuverCastCode (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
object oInitiator = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
struct maneuver move = EvaluateManeuver(oInitiator, oTarget);
if(move.bCanManeuver)
{
DelayCommand(0.0, TOBAttack(oTarget, oInitiator));
}
}