2026/05/27 Update
Verminlord requires Eldritch Blast as a prereq. Mettle branch in ApplyBreath() is fixed. Zen Archery now applies to Rays / Eldritch Blast. Runes will only support divine spells. School Specialization shouldn't block multiclass Red Wizards of Thay from divine spells in their opposition schools. Scepters, Runes, Skull Talismans & Attuned Gems are considered spell-completion items for RWoT School Specialization. Fixed Acolyte of the Skin's Damage Reduction. For real this time. Sneak Attack now takes Daring Outlaw / Swashbuckler into consideration. Updated Changelog.
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@@ -10,6 +10,7 @@
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//:://////////////////////////////////////////////
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#include "prc_feat_const"
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#include "inc_item_props"
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#include "prc_x2_itemprop"
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// * Applies the Acolyte's AC bonuses as CompositeBonuses on object's skin.
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// * iLevel = integer AC Bonus
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@@ -22,15 +23,12 @@ void AcolyteFiendSkin(object oPC, object oSkin, int iLevel)
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// * Applies the Acolyte's damage reduction bonuses as CompositeBonuses on object's skin.
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// * iLevel = IP_CONST_DAMAGEREDUCTION_*
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void AcolyteSymbiosis(object oPC, object oSkin, int iLevel)
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{
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if(GetLocalInt(oSkin, "AcolyteSymbBonus") == iLevel) return;
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//RemoveSpecificProperty(oSkin, ITEM_PROPERTY_DAMAGE_REDUCTION, GetLocalInt(oSkin, "AcolyteSymbBonus"), IP_CONST_DAMAGESOAK_20_HP, 1, "AcolyteSymbBonus");
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RemoveSpecificProperty(oSkin, ITEM_PROPERTY_DAMAGE_REDUCTION, IP_CONST_DAMAGESOAK_20_HP, GetLocalInt(oSkin, "AcolyteSymbBonus"), 1, "AcolyteSymbBonus");
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//AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageReduction(iLevel, IP_CONST_DAMAGESOAK_20_HP), oSkin);
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageReduction(IP_CONST_DAMAGESOAK_20_HP, iLevel), oSkin);
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SetLocalInt(oSkin, "AcolyteSymbBonus", iLevel);
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void AcolyteSymbiosis(object oPC, object oSkin, int iLevel)
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{
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itemproperty ipIP = ItemPropertyDamageReduction(iLevel, IP_CONST_DAMAGESOAK_20_HP);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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SetLocalInt(oSkin, "AcolyteSymbBonus", iLevel);
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}
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// * Applies the Acolyte's stat bonuses as CompositeBonuses on object's skin.
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