/* Awesome Blow As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. */ #include "prc_inc_combmove" #include "moi_inc_moifunc" void main() { object oPC = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); int nHP = GetCurrentHitPoints(oTarget); int nSizeBonus; // This section is for a strike, change for a boost or counter effect eNone; PerformAttack(oTarget, oPC, eNone, 0.0, -4); if(GetLocalInt(oTarget, "PRCCombat_StruckByAttack")) { int nDC = nHP - GetCurrentHitPoints(oTarget); // This should be the amount caused by the attack if (GetIsMeldBound(oPC, MELD_WORMTAIL_BELT) == CHAKRA_WAIST) { nSizeBonus++; nDC = GetMeldshaperDC(oPC, CLASS_TYPE_TOTEMIST, MELD_WORMTAIL_BELT); } if ((PRCGetCreatureSize(oPC)+nSizeBonus) > PRCGetCreatureSize(oTarget)) { if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC, SAVING_THROW_TYPE_NONE)) { _DoBullRushKnockBack(oTarget, oPC, 10.0); DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectKnockdown(), oTarget, 6.0)); } } } }