Exalted update
Updated Vow of Poverty. Added Sanctify Ki Strike, Holy Strike, Fist of Heavens, Vow of Abstinence, Vow of Chastity & Gift of Faith. (@fenac). Turned off the Taunt & Parry skills. Re-disabled AC & save bonuses from Tumble & Spellcraft. Updated min() & max() to PRCmin() & PRCmax() to not conflict with similarly named NUI adjacent functions. Set Point Blank Shot to 30' per PnP. Added icon for Chosen of Evil. Started work on Hidden Talent. Created Psionics function cheatsheet. Updated release archive.
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@@ -75,21 +75,21 @@ SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ABJURATION);
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switch (nSpellID)
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{
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case SPELL_GLYPH_OF_WARDING_ACID: nDamageType = DAMAGE_TYPE_ACID; nSaveType = SAVING_THROW_TYPE_ACID; nDice = min((nCasterLevel /2), 5); nVfx = VFX_FNF_EXPLOSION_ACID; break;
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case SPELL_GLYPH_OF_WARDING_COLD: nDamageType = DAMAGE_TYPE_COLD; nSaveType = SAVING_THROW_TYPE_COLD; nDice = min((nCasterLevel /2), 5); nVfx = VFX_FNF_EXPLOSION_COLD; break;
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case SPELL_GLYPH_OF_WARDING_ELECTRICITY: nDamageType = DAMAGE_TYPE_ELECTRICAL; nSaveType = SAVING_THROW_TYPE_ELECTRICITY; nDice = min((nCasterLevel /2), 5); nVfx = VFX_FNF_ELECTRIC_EXPLOSION; break;
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case SPELL_GLYPH_OF_WARDING_FIRE: nDamageType = DAMAGE_TYPE_FIRE; nSaveType = SAVING_THROW_TYPE_FIRE; nDice = min((nCasterLevel /2), 5); nVfx = VFX_FNF_FIREBALL; break;
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case SPELL_GLYPH_OF_WARDING_SONIC: nDamageType = DAMAGE_TYPE_SONIC; nSaveType = SAVING_THROW_TYPE_SONIC; nDice = min((nCasterLevel /2), 5); nVfx = VFX_FNF_SOUND_BURST; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_ACID: nDamageType = DAMAGE_TYPE_ACID; nSaveType = SAVING_THROW_TYPE_ACID; nDice = min((nCasterLevel /2), 10); nVfx = VFX_FNF_EXPLOSION_ACID; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_COLD: nDamageType = DAMAGE_TYPE_COLD; nSaveType = SAVING_THROW_TYPE_COLD; nDice = min((nCasterLevel /2), 10); nVfx = VFX_FNF_EXPLOSION_COLD; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_ELECTRICITY: nDamageType = DAMAGE_TYPE_ELECTRICAL; nSaveType = SAVING_THROW_TYPE_ELECTRICITY; nDice = min((nCasterLevel /2), 10); nVfx = VFX_FNF_ELECTRIC_EXPLOSION; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_FIRE: nDamageType = DAMAGE_TYPE_FIRE; nSaveType = SAVING_THROW_TYPE_FIRE; nDice = min((nCasterLevel /2), 10); nVfx = VFX_FNF_FIREBALL; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_SONIC: nDamageType = DAMAGE_TYPE_SONIC; nSaveType = SAVING_THROW_TYPE_SONIC; nDice = min((nCasterLevel /2), 10); nVfx = VFX_FNF_SOUND_BURST; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_ACID: nDamageType = DAMAGE_TYPE_ACID; nSaveType = SAVING_THROW_TYPE_ACID; nDice = min(nCasterLevel, 30); nVfx = VFX_FNF_EXPLOSION_ACID; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_COLD: nDamageType = DAMAGE_TYPE_COLD; nSaveType = SAVING_THROW_TYPE_COLD; nDice = min(nCasterLevel, 30); nVfx = VFX_FNF_EXPLOSION_COLD; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_ELECTRICITY: nDamageType = DAMAGE_TYPE_ELECTRICAL; nSaveType = SAVING_THROW_TYPE_ELECTRICITY; nDice = min(nCasterLevel, 30); nVfx = VFX_FNF_ELECTRIC_EXPLOSION; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_FIRE: nDamageType = DAMAGE_TYPE_FIRE; nSaveType = SAVING_THROW_TYPE_FIRE; nDice = min(nCasterLevel, 30); nVfx = VFX_FNF_FIREBALL; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_SONIC: nDamageType = DAMAGE_TYPE_SONIC; nSaveType = SAVING_THROW_TYPE_SONIC; nDice = min(nCasterLevel, 30); nVfx = VFX_FNF_SOUND_BURST; break;
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case SPELL_GLYPH_OF_WARDING_ACID: nDamageType = DAMAGE_TYPE_ACID; nSaveType = SAVING_THROW_TYPE_ACID; nDice = PRCMin((nCasterLevel /2), 5); nVfx = VFX_FNF_EXPLOSION_ACID; break;
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case SPELL_GLYPH_OF_WARDING_COLD: nDamageType = DAMAGE_TYPE_COLD; nSaveType = SAVING_THROW_TYPE_COLD; nDice = PRCMin((nCasterLevel /2), 5); nVfx = VFX_FNF_EXPLOSION_COLD; break;
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case SPELL_GLYPH_OF_WARDING_ELECTRICITY: nDamageType = DAMAGE_TYPE_ELECTRICAL; nSaveType = SAVING_THROW_TYPE_ELECTRICITY; nDice = PRCMin((nCasterLevel /2), 5); nVfx = VFX_FNF_ELECTRIC_EXPLOSION; break;
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case SPELL_GLYPH_OF_WARDING_FIRE: nDamageType = DAMAGE_TYPE_FIRE; nSaveType = SAVING_THROW_TYPE_FIRE; nDice = PRCMin((nCasterLevel /2), 5); nVfx = VFX_FNF_FIREBALL; break;
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case SPELL_GLYPH_OF_WARDING_SONIC: nDamageType = DAMAGE_TYPE_SONIC; nSaveType = SAVING_THROW_TYPE_SONIC; nDice = PRCMin((nCasterLevel /2), 5); nVfx = VFX_FNF_SOUND_BURST; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_ACID: nDamageType = DAMAGE_TYPE_ACID; nSaveType = SAVING_THROW_TYPE_ACID; nDice = PRCMin((nCasterLevel /2), 10); nVfx = VFX_FNF_EXPLOSION_ACID; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_COLD: nDamageType = DAMAGE_TYPE_COLD; nSaveType = SAVING_THROW_TYPE_COLD; nDice = PRCMin((nCasterLevel /2), 10); nVfx = VFX_FNF_EXPLOSION_COLD; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_ELECTRICITY: nDamageType = DAMAGE_TYPE_ELECTRICAL; nSaveType = SAVING_THROW_TYPE_ELECTRICITY; nDice = PRCMin((nCasterLevel /2), 10); nVfx = VFX_FNF_ELECTRIC_EXPLOSION; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_FIRE: nDamageType = DAMAGE_TYPE_FIRE; nSaveType = SAVING_THROW_TYPE_FIRE; nDice = PRCMin((nCasterLevel /2), 10); nVfx = VFX_FNF_FIREBALL; break;
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case SPELL_GREATER_GLYPH_OF_WARDING_SONIC: nDamageType = DAMAGE_TYPE_SONIC; nSaveType = SAVING_THROW_TYPE_SONIC; nDice = PRCMin((nCasterLevel /2), 10); nVfx = VFX_FNF_SOUND_BURST; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_ACID: nDamageType = DAMAGE_TYPE_ACID; nSaveType = SAVING_THROW_TYPE_ACID; nDice = PRCMin(nCasterLevel, 30); nVfx = VFX_FNF_EXPLOSION_ACID; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_COLD: nDamageType = DAMAGE_TYPE_COLD; nSaveType = SAVING_THROW_TYPE_COLD; nDice = PRCMin(nCasterLevel, 30); nVfx = VFX_FNF_EXPLOSION_COLD; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_ELECTRICITY: nDamageType = DAMAGE_TYPE_ELECTRICAL; nSaveType = SAVING_THROW_TYPE_ELECTRICITY; nDice = PRCMin(nCasterLevel, 30); nVfx = VFX_FNF_ELECTRIC_EXPLOSION; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_FIRE: nDamageType = DAMAGE_TYPE_FIRE; nSaveType = SAVING_THROW_TYPE_FIRE; nDice = PRCMin(nCasterLevel, 30); nVfx = VFX_FNF_FIREBALL; break;
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case SPELL_ELDER_GLYPH_OF_WARDING_SONIC: nDamageType = DAMAGE_TYPE_SONIC; nSaveType = SAVING_THROW_TYPE_SONIC; nDice = PRCMin(nCasterLevel, 30); nVfx = VFX_FNF_SOUND_BURST; break;
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}
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nDice = nDice < 1 ? 1 : nDice;
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