generated from Jaysyn/ModuleTemplate
2025/08/24 Update
Updated for PRC8 updates.
This commit is contained in:
@@ -1082,6 +1082,7 @@ int GetIsTwoHandedMeleeWeaponType(int iWeaponType)
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case BASE_ITEM_HEAVYFLAIL: return TRUE;
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case BASE_ITEM_SCYTHE: return TRUE;
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case BASE_ITEM_QUARTERSTAFF: return TRUE;
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case BASE_ITEM_MAGICSTAFF: return TRUE;
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case BASE_ITEM_ELVEN_COURTBLADE: return TRUE;
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case BASE_ITEM_MAUL: return TRUE;
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case BASE_ITEM_FALCHION: return TRUE;
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@@ -1093,7 +1094,7 @@ int GetIsTwoHandedMeleeWeapon(object oWeap)
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{
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return GetIsTwoHandedMeleeWeaponType(GetBaseItemType(oWeap));
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}
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int GetIsCreatureWeaponType(int iWeaponType)
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{
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// any of the three creature weapon types that produce bludgeoning, piercing or slashing damage
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@@ -1130,6 +1131,7 @@ int GetIsSimpleWeaponType(int iWeaponType)
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{
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case BASE_ITEM_MORNINGSTAR: return 1;
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case BASE_ITEM_QUARTERSTAFF: return 1;
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case BASE_ITEM_MAGICSTAFF: return 1;
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case BASE_ITEM_SHORTSPEAR: return 1;
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case BASE_ITEM_HEAVYCROSSBOW: return 1;
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case BASE_ITEM_INVALID: return 1;
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@@ -1204,6 +1206,7 @@ int GetIsDoubleSidedWeaponType(int iWeaponType)
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return ( iWeaponType == BASE_ITEM_DIREMACE
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|| iWeaponType == BASE_ITEM_DOUBLEAXE
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|| iWeaponType == BASE_ITEM_TWOBLADEDSWORD
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|| iWeaponType == BASE_ITEM_DOUBLE_SCIMITAR
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);
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}
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@@ -1562,6 +1565,19 @@ struct WeaponFeat GetAllFeatsOfWeaponType(int iWeaponType)
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sFeat.VileMartialStrike = FEAT_VILE_MARTIAL_QUARTERSTAFF;
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break;
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}
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case BASE_ITEM_MAGICSTAFF: {
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sFeat.Focus = FEAT_WEAPON_FOCUS_STAFF;
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sFeat.Specialization = FEAT_WEAPON_SPECIALIZATION_STAFF;
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sFeat.EpicFocus = FEAT_EPIC_WEAPON_FOCUS_QUARTERSTAFF;
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sFeat.EpicSpecialization = FEAT_EPIC_WEAPON_SPECIALIZATION_QUARTERSTAFF;
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sFeat.ImprovedCritical = FEAT_IMPROVED_CRITICAL_STAFF;
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sFeat.OverwhelmingCritical = FEAT_EPIC_OVERWHELMING_CRITICAL_QUARTERSTAFF;
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sFeat.DevastatingCritical = FEAT_EPIC_DEVASTATING_CRITICAL_QUARTERSTAFF;
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sFeat.WeaponOfChoice = FEAT_WEAPON_OF_CHOICE_QUARTERSTAFF;
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sFeat.SanctifyMartialStrike = FEAT_SANCTIFY_MARTIAL_QUARTERSTAFF;
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sFeat.VileMartialStrike = FEAT_VILE_MARTIAL_QUARTERSTAFF;
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break;
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}
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case BASE_ITEM_RAPIER: {
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sFeat.Focus = FEAT_WEAPON_FOCUS_RAPIER;
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sFeat.Specialization = FEAT_WEAPON_SPECIALIZATION_RAPIER;
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