Updated Release Archive

Updated Release Archive.  Fixed Mage-killer prereqs.  Removed old LETO & ConvoCC related files.  Added organized spell scroll store.  Fixed Gloura spellbook. Various TLK fixes.  Reorganized Repo.  Removed invalid user folders. Added DocGen back in.
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Jaysyn904
2023-08-22 10:00:21 -04:00
parent 3acda03f30
commit 5914ed2ab5
22853 changed files with 57524 additions and 47307 deletions

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/*
----------------
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));
}
}