Added Verdant Lord PrC. Added Create Infusion feat & crafting system. Added Magical Artisan: Create Infusion feat. Added Plant Defiance feat. Added Plant Control feat. Added Control Plants spell. Added Forestfold spell. Added Immunity from Elements spell. Added Creeping Cold & Greater Creeping Cold spells. Added Adrenaline Surge spell. Added Mundane & Infused Herb baseitem types. Added Mundane & Enchanted Scepter baseitem types. Added EffectGazeImmunity() effect. Added Botanical material type. Created json library for summoning support. Updated Plant Domain spells. Fixed bug w/ Regen Circle. Fixed weapon size bug with Enlarge & Reduce Person. Fixed TMI bug in Swarm of Arrows (hopefully) Fixed Blood in the Water. Fixed Iron Soul / Master of Nine prereq bug. Fixed Happo Zanshin to work more like PnP. Fixed targeting bug w/ Ultrablast. Fixed Ubiquitous Vision. Fixed Magic Staves for small creatures. Gave the summoned "treant" from Treebrother a Barkskin vfx. Radial spells can now be scribed w/ Scribe Scroll. Fixed Martial Stances not counting bug w/ levelup NUI (@Rakiov)
62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
/*
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----------------
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Blood in the Water
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tob_tgcw_bldwtr.nss
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----------------
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27/04/07 by Stratovarius
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*/ /** @file
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Blood in the Water
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Tiger Claw (Stance)
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Level: Swordsage 1, Warblade 1
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Initiation Action: 1 Swift Action
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Range: Personal.
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Target: You.
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Duration: Stance.
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The smell of blood drives you into a fury. As you slash into your foe,
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each fresh wound you inflict spurs you onward.
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Whenever you successfully critical hit a creature, you gain a +1 Attack and Damage bonus for one minute.
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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 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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object oItem = IPGetTargetedOrEquippedMeleeWeapon();
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// Add the OnHit
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IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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effect eDur;
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effect eVFX = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MAJOR);
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if (GetHasDefensiveStance(oInitiator, DISCIPLINE_TIGER_CLAW))
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eDur = EffectLinkEffects(eDur, EffectSavingThrowIncrease(SAVING_THROW_ALL, 2, SAVING_THROW_TYPE_ALL));
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if (GetLevelByClass(CLASS_TYPE_BLOODCLAW_MASTER, oInitiator) >= 2)
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{
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eDur = EffectLinkEffects(eDur, EffectMovementSpeedIncrease(33));
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eDur = EffectLinkEffects(eDur, EffectACIncrease(1));
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}
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if (GetLocalInt(oInitiator, "TigerFangSharpClaw")) eDur = EffectLinkEffects(eDur, EffectDamageIncrease(DAMAGE_BONUS_1, DAMAGE_TYPE_BASE_WEAPON));
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SPApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(eDur), oTarget);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX, oTarget, 6.0f);
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}
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} |