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@@ -1755,6 +1755,59 @@ int IsHiddenTalent(object oPC = OBJECT_SELF)
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}
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}
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int GetHiddenTalentPowerFromFeat(int nFeatID)
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{
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// Map Hidden Talent feats to their corresponding power IDs
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// Using the same mappings as GetIsHiddenTalentPower()
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if(nFeatID == FEAT_HIDDEN_TALENT_BIOFEEDBACK) return POWER_BIOFEEDBACK;
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if(nFeatID == FEAT_HIDDEN_TALENT_BITE_WOLF) return POWER_BITE_WOLF;
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if(nFeatID == FEAT_HIDDEN_TALENT_BOLT) return POWER_BOLT;
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if(nFeatID == FEAT_HIDDEN_TALENT_BURST) return POWER_BURST;
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if(nFeatID == FEAT_HIDDEN_TALENT_CALLTOMIND) return POWER_CALLTOMIND;
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if(nFeatID == FEAT_HIDDEN_TALENT_CALL_WEAPONRY) return POWER_CALL_WEAPONRY;
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if(nFeatID == FEAT_HIDDEN_TALENT_CHAMELEON) return POWER_CHAMELEON;
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if(nFeatID == FEAT_HIDDEN_TALENT_CLAWS_BEAST) return POWER_CLAWS_BEAST;
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if(nFeatID == FEAT_HIDDEN_TALENT_COMPRESSION) return POWER_COMPRESSION;
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if(nFeatID == FEAT_HIDDEN_TALENT_CONCEALTHOUGHT) return POWER_CONCEALTHOUGHT;
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if(nFeatID == FEAT_HIDDEN_TALENT_CREATESOUND) return POWER_CREATESOUND;
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if(nFeatID == FEAT_HIDDEN_TALENT_CRYSTALSHARD) return POWER_CRYSTALSHARD;
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if(nFeatID == FEAT_HIDDEN_TALENT_DAZE) return POWER_DAZE;
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if(nFeatID == FEAT_HIDDEN_TALENT_DECELERATION) return POWER_DECELERATION;
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if(nFeatID == FEAT_HIDDEN_TALENT_DEFPRECOG) return POWER_DEFPRECOG;
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if(nFeatID == FEAT_HIDDEN_TALENT_DEMORALIZE) return POWER_DEMORALIZE;
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if(nFeatID == FEAT_HIDDEN_TALENT_DISABLE) return POWER_DISABLE;
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if(nFeatID == FEAT_HIDDEN_TALENT_DISSIPATINGTOUCH)return POWER_DISSIPATINGTOUCH;
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if(nFeatID == FEAT_HIDDEN_TALENT_DISTRACT) return POWER_DISTRACT;
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if(nFeatID == FEAT_HIDDEN_TALENT_ELFSIGHT) return POWER_ELFSIGHT;
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if(nFeatID == FEAT_HIDDEN_TALENT_EMPATHY) return POWER_EMPATHY;
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if(nFeatID == FEAT_HIDDEN_TALENT_EMPTYMIND) return POWER_EMPTYMIND;
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if(nFeatID == FEAT_HIDDEN_TALENT_ENTANGLE) return POWER_ENTANGLE;
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if(nFeatID == FEAT_HIDDEN_TALENT_EXPANSION) return POWER_EXPANSION;
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if(nFeatID == FEAT_HIDDEN_TALENT_FARHAND) return POWER_FARHAND;
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if(nFeatID == FEAT_HIDDEN_TALENT_FORCESCREEN) return POWER_FORCESCREEN;
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if(nFeatID == FEAT_HIDDEN_TALENT_GREASE) return POWER_GREASE;
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if(nFeatID == FEAT_HIDDEN_TALENT_HAMMER) return POWER_HAMMER;
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if(nFeatID == FEAT_HIDDEN_TALENT_INERTIALARMOUR) return POWER_INERTIALARMOUR;
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if(nFeatID == FEAT_HIDDEN_TALENT_MATTERAGITATION) return POWER_MATTERAGITATION;
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if(nFeatID == FEAT_HIDDEN_TALENT_METAPHYSICAL_CLAW) return POWER_METAPHYSICAL_CLAW;
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if(nFeatID == FEAT_HIDDEN_TALENT_METAPHYSICAL_WEAPON) return POWER_METAPHYSICAL_WEAPON;
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if(nFeatID == FEAT_HIDDEN_TALENT_MINDTHRUST) return POWER_MINDTHRUST;
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if(nFeatID == FEAT_HIDDEN_TALENT_MYLIGHT) return POWER_MYLIGHT;
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if(nFeatID == FEAT_HIDDEN_TALENT_OFFPRECOG) return POWER_OFFPRECOG;
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if(nFeatID == FEAT_HIDDEN_TALENT_OFFPRESC) return POWER_OFFPRESC;
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if(nFeatID == FEAT_HIDDEN_TALENT_PREVENOM) return POWER_PREVENOM;
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if(nFeatID == FEAT_HIDDEN_TALENT_PREVENOM_WEAPON) return POWER_PREVENOM_WEAPON;
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if(nFeatID == FEAT_HIDDEN_TALENT_SKATE) return POWER_SKATE;
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if(nFeatID == FEAT_HIDDEN_TALENT_STOMP) return POWER_STOMP;
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if(nFeatID == FEAT_HIDDEN_TALENT_SYNESTHETE) return POWER_SYNESTHETE;
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if(nFeatID == FEAT_HIDDEN_TALENT_TELEMPATHICPRO) return POWER_TELEMPATHICPRO;
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if(nFeatID == FEAT_HIDDEN_TALENT_THICKSKIN) return POWER_THICKSKIN;
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if(nFeatID == FEAT_HIDDEN_TALENT_VIGOR) return POWER_VIGOR;
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if(nFeatID == FEAT_HIDDEN_TALENT_GRIP_IRON) return POWER_GRIP_IRON;
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return -1; // Not found
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}
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int GetHiddenTalentCount(object oPC = OBJECT_SELF)
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{
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int nCount = 0;
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