Further file organization
Further file organization
This commit is contained in:
85
nwn/nwnprc/trunk/newspellbook/tob_stsn_folstrk.nss
Normal file
85
nwn/nwnprc/trunk/newspellbook/tob_stsn_folstrk.nss
Normal file
@@ -0,0 +1,85 @@
|
||||
/*
|
||||
----------------
|
||||
Fool's Strike
|
||||
|
||||
tob_stsn_folstrk
|
||||
----------------
|
||||
|
||||
05/12/07 by Stratovarius
|
||||
*/ /** @file
|
||||
|
||||
Fool's Strike
|
||||
|
||||
Setting Sun (Counter)
|
||||
Level: Swordsage 8
|
||||
Prerequisite: Three Setting Sun maneuvers
|
||||
Initiation Action: 1 swift action
|
||||
Range: Melee attack
|
||||
Target: One creature
|
||||
|
||||
A creature strikes, but you turn the blow straight back at it.
|
||||
|
||||
Make an opposed attack roll against the targeted creature. If you succeed, he damages himself rather than you.
|
||||
*/
|
||||
|
||||
#include "tob_inc_move"
|
||||
#include "tob_movehook"
|
||||
//#include "prc_alterations"
|
||||
|
||||
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)
|
||||
{
|
||||
effect eNone;
|
||||
object oInitWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
|
||||
object oTargetWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
|
||||
int nBase = GetBaseAttackBonus(oTarget);
|
||||
SetBaseAttackBonus(nBase - 1, oTarget);
|
||||
if (DEBUG) DoDebug("tob_stsn_folstrk: GetBaseAttackBonus returns " + IntToString(nBase));
|
||||
|
||||
//Make sure they *have* a weapon
|
||||
if(!GetIsObjectValid(oTargetWeap)) // Not a weapon
|
||||
{
|
||||
oTargetWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
|
||||
if (!GetIsObjectValid(oTargetWeap))
|
||||
{
|
||||
oTargetWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget);
|
||||
if (!GetIsObjectValid(oTargetWeap))
|
||||
{
|
||||
oTargetWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget); // If we're down here and they don't have a weapon, damn
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int nInit = GetAttackBonus(oTarget, oInitiator, oInitWeap) + d20();
|
||||
int nTarget = GetAttackBonus(oInitiator, oTarget, oTargetWeap) + d20();
|
||||
|
||||
if (nInit >= nTarget)
|
||||
{
|
||||
// Deal damage to himself
|
||||
DelayCommand(0.0, PerformAttack(oTarget, oTarget, eNone, 0.0, 0, 0, 0, "", "", TRUE)); // Uses touch attack to make it more likely he hits
|
||||
FloatingTextStringOnCreature("Fool's Strike Success", oInitiator, FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Foes attacks as normal
|
||||
DelayCommand(0.0, PerformAttack(oInitiator, oTarget, eNone, 0.0, 0, 0, 0, "Hit", "Miss"));
|
||||
FloatingTextStringOnCreature("Fool's Strike Fail", oInitiator, FALSE);
|
||||
}
|
||||
|
||||
DelayCommand(6.0, RestoreBaseAttackBonus(oTarget));
|
||||
}
|
||||
AssignCommand(oInitiator, ActionAttack(oTarget)); // Make sure they keep attacking after this.
|
||||
}
|
Reference in New Issue
Block a user