Fixed unproficient TWF bug.
Fixed unproficient TWF bug. Tried giving Bloodclaw Rending an on/off switch.
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28
nwn/nwnprc/trunk/newspellbook/tob_bcm_rend.nss
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28
nwn/nwnprc/trunk/newspellbook/tob_bcm_rend.nss
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@@ -0,0 +1,28 @@
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//:: tob_bcm_rend
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/*
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Turn Rending Claws off & on
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*/
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#include "prc_inc_function"
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void main()
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{
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object oPC = OBJECT_SELF;
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int bRend = GetLocalInt(oPC, "BCM_REND");
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if (bRend)
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{
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DeleteLocalInt(oPC, "BCM_REND");
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//DelayCommand(1.0, EvalPRCFeats(oPC));
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FloatingTextStringOnCreature("Rending Claws Disabled", oPC, FALSE);
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}
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else
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{
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SetLocalInt(oPC, "BCM_REND", 1);
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effect eVis = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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//DelayCommand(1.0, EvalPRCFeats(oPC));
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FloatingTextStringOnCreature("Rending Claws Enabled", oPC, FALSE);
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}
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}
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@@ -34,7 +34,7 @@ void main()
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// Do VFX
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effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 2);
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effect eLink = EffectLinkEffects(eDur, eStr);
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effect eLink = EffectLinkEffects(eDur, eStr);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oInitiator, fDuration, FALSE);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oInitiator);
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@@ -41,8 +41,11 @@ void ClawsOfTheBeast(object oInitiator, object oTarget)
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void RendingClaws(object oInitiator, object oTarget)
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{
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// Expend a maneuver to do the rend, must be shifting
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if(ExpendRandomManeuver(oInitiator, GetPrimaryBladeMagicClass(oInitiator), DISCIPLINE_TIGER_CLAW)
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//:: Check that Rending Claws is enabled
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int bCanRend = GetLocalInt(oInitiator, "BCM_REND");
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// Expend a maneuver to do the rend, must be shifting
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if(bCanRend && ExpendRandomManeuver(oInitiator, GetPrimaryBladeMagicClass(oInitiator), DISCIPLINE_TIGER_CLAW)
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&& GetHasSpellEffect(MOVE_BLOODCLAW_SHIFT, oTarget))
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{
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if(IsUsingBloodClawWeapons(oInitiator))
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