2025/12/14 Update
Spellfire Channeler was missing Improved Healing at 2nd level. Added "Crafted Vial" CWI crafting baseitem type. Added Craft Scepter crafting feat. Added Magical Artisan: Craft Scepter. Adjusted Hemp Rope label in iprp_material.2da & iprp_matcost.2da Added Aroma of Death CWI crafting item and spell to support it. Added Beetle Elixir CWI crafting item and spells to support it. Added Harness of Armor CWI crafting item. Swarm Tactics was missing a heartbeat script. Added crafted descriptions for all CWI items in craft_wondrous.2da Updated fileends for updated crafting options. Scepters count as clubs for feats. Gated errant DEBUG in prc_inc_nat_hb. Added new switches for scepter crafitng. Updated PRC Options magic supplies store for new crafting bastitems.
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@@ -1082,7 +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_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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@@ -1141,8 +1141,8 @@ int GetIsSimpleWeaponType(int iWeaponType)
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case BASE_ITEM_CSLSHPRCWEAP: return 1;
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case BASE_ITEM_GLOVES: return 1;
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case BASE_ITEM_BRACER: return 1;
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case BASE_ITEM_CLUB: return 2;
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case BASE_ITEM_CRAFTED_SCEPTER: return 1;
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case BASE_ITEM_DAGGER: return 2;
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case BASE_ITEM_LIGHTMACE: return 2;
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case BASE_ITEM_SICKLE: return 2;
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@@ -1279,6 +1279,19 @@ struct WeaponFeat GetAllFeatsOfWeaponType(int iWeaponType)
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sFeat.VileMartialStrike = FEAT_VILE_MARTIAL_CLUB;
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break;
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}
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case BASE_ITEM_CRAFTED_SCEPTER: {
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sFeat.Focus = FEAT_WEAPON_FOCUS_CLUB;
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sFeat.Specialization = FEAT_WEAPON_SPECIALIZATION_CLUB;
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sFeat.EpicFocus = FEAT_EPIC_WEAPON_FOCUS_CLUB;
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sFeat.EpicSpecialization = FEAT_EPIC_WEAPON_SPECIALIZATION_CLUB;
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sFeat.ImprovedCritical = FEAT_IMPROVED_CRITICAL_CLUB;
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sFeat.OverwhelmingCritical = FEAT_EPIC_OVERWHELMING_CRITICAL_CLUB;
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sFeat.DevastatingCritical = FEAT_EPIC_DEVASTATING_CRITICAL_CLUB;
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sFeat.WeaponOfChoice = FEAT_WEAPON_OF_CHOICE_CLUB;
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sFeat.SanctifyMartialStrike = FEAT_SANCTIFY_MARTIAL_CLUB;
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sFeat.VileMartialStrike = FEAT_VILE_MARTIAL_CLUB;
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break;
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}
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case BASE_ITEM_DAGGER: {
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sFeat.Focus = FEAT_WEAPON_FOCUS_DAGGER;
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sFeat.Specialization = FEAT_WEAPON_SPECIALIZATION_DAGGER;
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