Updated Swashbuckler & Duelist for new weapons.
Updated Swashbuckler & Duelist for new weapons.
This commit is contained in:
parent
9a1f7332a1
commit
a831b79465
@ -222,8 +222,12 @@ void main()
|
||||
GetBaseItemType(oLefthand) != BASE_ITEM_LARGESHIELD &&
|
||||
GetBaseItemType(oLefthand) != BASE_ITEM_TOWERSHIELD &&
|
||||
(GetBaseItemType(oWeapon) == BASE_ITEM_RAPIER ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_DAGGER ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_SHORTSWORD))
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_DAGGER ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_ELVEN_THINBLADE ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_KATAR ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_LIGHT_PICK ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_ELVEN_LIGHTBLADE ||
|
||||
GetBaseItemType(oWeapon) == BASE_ITEM_SHORTSWORD))
|
||||
{
|
||||
|
||||
// Add eventhook to the item
|
||||
|
@ -63,11 +63,13 @@ void SmartWound(object oPC, object oSkin, int iStrike, int iEquip)
|
||||
int iMax = 3;
|
||||
|
||||
int iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_DAGGER ? 1 : 0;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATAR ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_HANDAXE ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KAMA ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KUKRI ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTHAMMER ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTMACE ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHT_PICK ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_RAPIER ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SHORTSWORD ? 1 : iLight;
|
||||
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SICKLE ? 1 : iLight;
|
||||
|
@ -73322,7 +73322,7 @@ Combat Casting, Curse Song, Epic Inspiration, Epic Leadership, Epic Reputation,
|
||||
|
||||
Hit Die: d8
|
||||
Skill Points at Each Additional Level: 2 + Intelligence modifier
|
||||
Bonus Feats: The epic Spellsword gains a bonus feat every three levels
|
||||
Bonus Feats: The epic spellsword gains a bonus feat every four levels after 8th.
|
||||
|
||||
Special:
|
||||
Ignore Arcane Spell Failure: The epic spellsword's capacity to overcome the interference of armor continues to improve, allowing them to cast with ever-greater ease.
|
||||
|
Loading…
x
Reference in New Issue
Block a user