Started mutation maintenance scripts
Started mutation maintenance scripts.
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_content/ga_scripts/mut_m_adherence.ncs
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_content/ga_scripts/mut_m_adherence.ncs
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_content/ga_scripts/mut_m_adherence.nss
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_content/ga_scripts/mut_m_adherence.nss
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//::///////////////////////////////////////////////////////////////////////////
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//:: Name Adherence template maintain script
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//:: FileName mut_m_adherence.nss
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//:: Copyright (c) 2022 NWNDS
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//::///////////////////////////////////////////////////////////////////////////
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/*
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Adherence (Physical)
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Fine hooks or hairs on the mutant’s hands and feet allows him to climb easily
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or even cling to the ceiling. The character must have hands and feet uncovered
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to use this ability, and must be carrying no more than a medium load. The
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mutant gains a +8 to Climb checks and +4 to grapple checks.
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*/
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//:://////////////////////////////////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 22/03/23
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//:://////////////////////////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_template"
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#include "prc_racial_const"
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void main()
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{
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//:: Declare major variables
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int iHD = GetHitDice(oPC);
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int nBonus;
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itemproperty ipIP;
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//:: Add Climb bonus
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SetCompositeBonus(oSkin, "AdherenceClimb", 8, ITEM_PROPERTY_SKILL_BONUS, SKILL_CLIMB);
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//:: Marker Feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_MUT_ADHERENCE);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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_content/ga_scripts/mut_m_adrenaline.ncs
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_content/ga_scripts/mut_m_adrenaline.ncs
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_content/ga_scripts/mut_m_adrenaline.nss
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_content/ga_scripts/mut_m_adrenaline.nss
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//::///////////////////////////////////////////////////////////////////////////
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//:: Name Adrenaline Boost maintain script
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//:: FileName mut_m_adrenaline.nss
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//:: Copyright (c) 2022 NWNDS
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//::///////////////////////////////////////////////////////////////////////////
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/*
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Adrenaline Boost (Physical)
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The Subject's adrenal gland starts to secrete a far more potent type of
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adrenaline, enabling them to react to threats faster. The mutant gains a +2 bonus
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on their initiative checks and a +1 bonus on her Reflex saves
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*/
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//:://////////////////////////////////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 22/03/23
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//:://////////////////////////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_template"
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#include "prc_racial_const"
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void main()
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{
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//:: Declare major variables
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int iHD = GetHitDice(oPC);
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int nBonus;
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itemproperty ipIP;
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//:: +1 Reflex Save
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ipIP = ItemPropertyBonusSavingThrow(IP_CONST_SAVEBASETYPE_REFLEX, 1);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//:: +2 Initiative via Blooded feat.
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_BLOODED);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//:: Marker Feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_MUT_ADRENALINE_BOOST);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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_content/ga_scripts/mut_m_chameleon.ncs
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_content/ga_scripts/mut_m_chameleon.ncs
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_content/ga_scripts/mut_m_chameleon.nss
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_content/ga_scripts/mut_m_chameleon.nss
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//::///////////////////////////////////////////////////////////////////////////
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//:: Name Chameleon template maintain script
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//:: FileName mut_m_chameleon.nss
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//:: Copyright (c) 2022 NWNDS
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//::///////////////////////////////////////////////////////////////////////////
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/*
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Chameleon (Physical / Plant)
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This mutation allows the character to blend into any background. His body
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coloration changes to match the colours of any background that is within three
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feet. Be aware that his clothes or other belongings do not change colour. His
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skin (or leaves) continuously change as the mutant moves. The mutant can decide
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to make his skin any single colour not related to his background, or can choose
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to look like his normal self. Chameleon power grants a bonus to all Stealth
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skill checks equal to 5 + DEX modifier.
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*/
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//:://////////////////////////////////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 22/03/23
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//:://////////////////////////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_template"
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#include "prc_racial_const"
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void main()
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{
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//:: Declare major variables
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int iHD = GetHitDice(oPC);
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int nDex = GetAbilityModifier(1, oPC);
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int nHide = 5 + nDex;
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int nBonus;
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itemproperty ipIP;
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//:: Add Hide bonus
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SetCompositeBonus(oSkin, "ChameleonHide", nHide, ITEM_PROPERTY_SKILL_BONUS, SKILL_HIDE);
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//:: Marker Feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_MUT_CHAMELEON);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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_content/ga_scripts/mut_m_darkvision.ncs
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_content/ga_scripts/mut_m_darkvision.ncs
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_content/ga_scripts/mut_m_darkvision.nss
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//::////////////////////////////////////////////////////////////////////////////
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//:: Name Darkvision template maintain script
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//:: FileName mut_m_darkvision.nss
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//:: Copyright (c) 2022 NWNDS
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//::////////////////////////////////////////////////////////////////////////////
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/*
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Darkvision (Physical / Plant)
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The character has an extraordinary ability to see in darkness without requiring
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a light source, such as at night or underground. Vision is black-and-white only.
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The presence of light does not spoil darkvision.
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*/
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//::////////////////////////////////////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 22/03/23
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//::////////////////////////////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_template"
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#include "prc_racial_const"
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void main()
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{
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//:: Declare major variables
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int iHD = GetHitDice(oPC);
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int nBonus;
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itemproperty ipIP;
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//:: Darkvision
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_DARKVISION);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//:: Marker Feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_MUT_DARKVISION);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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_content/ga_scripts/mut_m_echoloc.ncs
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_content/ga_scripts/mut_m_echoloc.ncs
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_content/ga_scripts/mut_m_echoloc.nss
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//::////////////////////////////////////////////////////////////////////////////
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//:: Name Echolocation template maintain script
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//:: FileName mut_m_echoloc.nss
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//:: Copyright (c) 2022 NWNDS
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//::////////////////////////////////////////////////////////////////////////////
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/*
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Echolocation (Physical / Plant)
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The mutant can use echolocation to determine where objects are around him. He
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can emit sound waves and hear the reflected sound, giving him information about
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the position, size, movement and density of objects within 60 feet. He can only
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get a vague sense of shape about them, but it makes invisibility and concealment
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irrelevant.
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*/
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//::////////////////////////////////////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 22/03/23
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//::////////////////////////////////////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_template"
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#include "prc_racial_const"
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void main()
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{
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//:: Declare major variables
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int iHD = GetHitDice(oPC);
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int nBonus;
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itemproperty ipIP;
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//:: Blindsight
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_BLINDSIGHT);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//:: Marker Feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_MUT_ADHERENCE);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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