Initial commit
Adding all of the current content for Anphillia Unlimited.
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253
_module/nss/pat_ini_featpack.nss
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253
_module/nss/pat_ini_featpack.nss
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/************************************************************************
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* script name : pat_ini_featpack
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* created by : eyesolated
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* date : 2018/7/31
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*
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* description : Feat Initialization script for PAT
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*
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* changes : 2018/7/31 - eyesolated - Initial creation
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************************************************************************/
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#include "pat_inc"
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string pat_FeatString(int nFeatPack)
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{
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return (IntToString(nFeatPack) + ";");
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}
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void main()
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{
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string sFeatPacks_All = ";0;";
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string sFeatPacks;
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/*******************************************************************************
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* Feats for all Packs
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*******************************************************************************/
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// Feats for all (Pack 0)
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pat_AddFeat(FEAT_WEAPON_FINESSE, sFeatPacks_All, 100, 0, 1);
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pat_AddFeat(FEAT_WEAPON_PROFICIENCY_CREATURE, sFeatPacks_All, 100, 0, 1);
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/*******************************************************************************
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* Armor Proficiencies
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*******************************************************************************/
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// Armor Proficiency Heavy
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_BLACKGUARD) +
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pat_FeatString(PAT_FEATPACK_CLASS_CLERIC) +
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pat_FeatString(PAT_FEATPACK_CLASS_DIVINE_CHAMPION) +
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pat_FeatString(PAT_FEATPACK_CLASS_DWARVEN_DEFENDER) +
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pat_FeatString(PAT_FEATPACK_CLASS_FIGHTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALADIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_PURPLE_DRAGON_KNIGHT) +
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pat_FeatString(PAT_FEATPACK_CLASS_WEAPON_MASTER);
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pat_AddFeat(FEAT_ARMOR_PROFICIENCY_HEAVY, sFeatPacks, 100, 0, 1);
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// Armor Proficiency Medium + Shield Proficiency
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sFeatPacks += pat_FeatString(PAT_FEATPACK_CLASS_ARCANE_ARCHER) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARD) +
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pat_FeatString(PAT_FEATPACK_CLASS_DRAGON_DISCIPLE) +
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pat_FeatString(PAT_FEATPACK_CLASS_DRUID) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER)+
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pat_FeatString(PAT_FEATPACK_CLASS_SHIFTER);
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pat_AddFeat(FEAT_ARMOR_PROFICIENCY_MEDIUM, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_SHIELD_PROFICIENCY, sFeatPacks, 100, 0, 1);
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// Armor Proficiency Light
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sFeatPacks += pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_HARPER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER);
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pat_AddFeat(FEAT_ARMOR_PROFICIENCY_LIGHT, sFeatPacks, 100, 0, 1);
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/*******************************************************************************
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* Ambidexterity / Two-Weapon-Fighting / Improved Two-Weapon Fighting
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER)+
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WEAPON_MASTER);
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pat_AddFeat(FEAT_AMBIDEXTERITY, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_TWO_WEAPON_FIGHTING, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_IMPROVED_TWO_WEAPON_FIGHTING, sFeatPacks, 100, 0, 9);
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/*******************************************************************************
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* Barbarian Endurance
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*******************************************************************************/
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sFeatPacks = ";" + pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN);
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pat_AddFeat(FEAT_BARBARIAN_ENDURANCE, sFeatPacks, 100, 0, 1);
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/*******************************************************************************
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* Barbarian Rage
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*******************************************************************************/
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sFeatPacks = ";" + pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN);
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pat_AddFeat(FEAT_BARBARIAN_RAGE, sFeatPacks, 100, 0, 1);
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/*******************************************************************************
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* Barbarian Damage Reduction
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*******************************************************************************/
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sFeatPacks = ";" + pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN);
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pat_AddFeat(FEAT_DAMAGE_REDUCTION, sFeatPacks, 100, 0, 11);
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/*******************************************************************************
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* Blind Fighting
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ARCANE_ARCHER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BLACKGUARD)+
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pat_FeatString(PAT_FEATPACK_CLASS_DIVINE_CHAMPION) +
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pat_FeatString(PAT_FEATPACK_CLASS_DWARVEN_DEFENDER) +
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pat_FeatString(PAT_FEATPACK_CLASS_FIGHTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_MONK) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALADIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_PURPLE_DRAGON_KNIGHT) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WEAPON_MASTER) +
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pat_FeatString(PAT_FEATPACK_NAKED_DPS);
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pat_AddFeat(FEAT_BLIND_FIGHT, sFeatPacks, 60, 1, 5);
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/*******************************************************************************
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* Combat Casting
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_BARD) +
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pat_FeatString(PAT_FEATPACK_CLASS_CLERIC) +
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pat_FeatString(PAT_FEATPACK_CLASS_DRUID) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALE_MASTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHIFTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_SORCERER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WIZARD);
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pat_AddFeat(FEAT_COMBAT_CASTING, sFeatPacks, 100, 0, 1);
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/*******************************************************************************
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* Diamond Soul
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*******************************************************************************/
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sFeatPacks = ";" + pat_FeatString(PAT_FEATPACK_CLASS_MONK);
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pat_AddFeat(FEAT_DIAMOND_SOUL, sFeatPacks, 100, 0, 12);
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/*******************************************************************************
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* Flurry of Blows
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*******************************************************************************/
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sFeatPacks = ";" + pat_FeatString(PAT_FEATPACK_CLASS_MONK);
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pat_AddFeat(FEAT_FLURRY_OF_BLOWS, sFeatPacks, 100, 0, 1);
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/*******************************************************************************
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* Improved Unarmed Strike
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*******************************************************************************/
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sFeatPacks = ";" + pat_FeatString(PAT_FEATPACK_CLASS_MONK);
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pat_AddFeat(FEAT_IMPROVED_UNARMED_STRIKE, sFeatPacks, 100, 0, 1);
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/*******************************************************************************
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* Knockdown / Improved Knockdown
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BLACKGUARD)+
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pat_FeatString(PAT_FEATPACK_CLASS_DIVINE_CHAMPION) +
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pat_FeatString(PAT_FEATPACK_CLASS_DWARVEN_DEFENDER) +
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pat_FeatString(PAT_FEATPACK_CLASS_FIGHTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_MONK) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALADIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_PURPLE_DRAGON_KNIGHT) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WEAPON_MASTER) +
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pat_FeatString(PAT_FEATPACK_NAKED_DPS) +
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pat_FeatString(PAT_FEATPACK_NAKED_TANK);
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pat_AddFeat(FEAT_KNOCKDOWN, sFeatPacks, 20, 1, 5);
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pat_AddFeat(FEAT_IMPROVED_KNOCKDOWN, sFeatPacks, 10, 1, 10);
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/*******************************************************************************
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* Mobility
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BLACKGUARD)+
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pat_FeatString(PAT_FEATPACK_CLASS_DIVINE_CHAMPION) +
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pat_FeatString(PAT_FEATPACK_CLASS_DWARVEN_DEFENDER) +
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pat_FeatString(PAT_FEATPACK_CLASS_FIGHTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_MONK) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALADIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_PURPLE_DRAGON_KNIGHT) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WEAPON_MASTER);
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pat_AddFeat(FEAT_MOBILITY, sFeatPacks, 80, 0, 12);
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/*******************************************************************************
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* Point Blank Shot / Rapid Shot / Rapid Reload
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_ARCANE_ARCHER) +
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pat_FeatString(PAT_FEATPACK_CLASS_DIVINE_CHAMPION) +
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pat_FeatString(PAT_FEATPACK_CLASS_FIGHTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE);
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pat_AddFeat(FEAT_POINT_BLANK_SHOT, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_RAPID_SHOT, sFeatPacks, 100, 0, 6);
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pat_AddFeat(FEAT_RAPID_RELOAD, sFeatPacks, 100, 0, 6);
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/*******************************************************************************
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* Sneak Attacks
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER);
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pat_AddFeat(FEAT_SNEAK_ATTACK, sFeatPacks, 100, 0, 1, 2);
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pat_AddFeat(345, sFeatPacks, 100, 0, 3, 4);
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pat_AddFeat(346, sFeatPacks, 100, 0, 5, 6);
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pat_AddFeat(347, sFeatPacks, 100, 0, 7, 8);
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pat_AddFeat(348, sFeatPacks, 100, 0, 9, 10);
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pat_AddFeat(349, sFeatPacks, 100, 0, 11, 12);
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pat_AddFeat(350, sFeatPacks, 100, 0, 13, 14);
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pat_AddFeat(351, sFeatPacks, 100, 0, 15, 16);
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pat_AddFeat(352, sFeatPacks, 100, 0, 17, 18);
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pat_AddFeat(353, sFeatPacks, 100, 0, 19, 20);
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pat_AddFeat(1032, sFeatPacks, 100, 0, 21, 22);
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pat_AddFeat(1033, sFeatPacks, 100, 0, 23, 24);
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pat_AddFeat(1034, sFeatPacks, 100, 0, 25, 26);
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/*******************************************************************************
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* Weapon Proficiencies & Zen Archery
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*******************************************************************************/
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sFeatPacks = ";" +
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pat_FeatString(PAT_FEATPACK_CLASS_ARCANE_ARCHER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ASSASSIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARBARIAN) +
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pat_FeatString(PAT_FEATPACK_CLASS_BARD) +
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pat_FeatString(PAT_FEATPACK_CLASS_BLACKGUARD) +
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pat_FeatString(PAT_FEATPACK_CLASS_CLERIC) +
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pat_FeatString(PAT_FEATPACK_CLASS_DIVINE_CHAMPION) +
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pat_FeatString(PAT_FEATPACK_CLASS_DRAGON_DISCIPLE) +
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pat_FeatString(PAT_FEATPACK_CLASS_DRUID) +
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pat_FeatString(PAT_FEATPACK_CLASS_DWARVEN_DEFENDER) +
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pat_FeatString(PAT_FEATPACK_CLASS_FIGHTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_HARPER) +
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pat_FeatString(PAT_FEATPACK_CLASS_MONK) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALADIN) +
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pat_FeatString(PAT_FEATPACK_CLASS_PALE_MASTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_PURPLE_DRAGON_KNIGHT) +
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pat_FeatString(PAT_FEATPACK_CLASS_RANGER) +
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pat_FeatString(PAT_FEATPACK_CLASS_ROGUE) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHADOWDANCER) +
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pat_FeatString(PAT_FEATPACK_CLASS_SHIFTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_SORCERER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WEAPON_MASTER) +
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pat_FeatString(PAT_FEATPACK_CLASS_WIZARD);
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pat_AddFeat(FEAT_WEAPON_PROFICIENCY_EXOTIC, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_WEAPON_PROFICIENCY_MARTIAL, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_WEAPON_PROFICIENCY_SIMPLE, sFeatPacks, 100, 0, 1);
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pat_AddFeat(FEAT_ZEN_ARCHERY, sFeatPacks, 100, 0, 1);
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}
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