2025/05/31 Morning Update
Added all appropriate new weapons to Swashbuckler Insightful strike. FIxed RWoT missing marker feat.
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@@ -62,25 +62,30 @@ void SmartWound(object oPC, object oSkin, int iStrike, int iEquip)
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int iBase = GetBaseAC(oArmor);
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int iMax = 3;
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int iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_DAGGER ? 1 : 0;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATAR ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_HANDAXE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KAMA ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KUKRI ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTHAMMER ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTMACE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHT_PICK ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_RAPIER ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SHORTSWORD ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SICKLE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_WHIP ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_COURTBLADE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_LIGHTBLADE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_THINBLADE ? 1 : iLight;
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if (GetLevelByClass(CLASS_TYPE_IAIJUTSU_MASTER) > 0)
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{
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATANA ? 1 : iLight;
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}
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int iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_DAGGER ? 1 : 0;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATAR ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_HANDAXE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KAMA ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KUKRI ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTHAMMER ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTMACE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHT_PICK ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_RAPIER ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SHORTSWORD ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SICKLE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_WHIP ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SAI ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SAP ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_NUNCHAKU ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_GOAD ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_LIGHTBLADE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_THINBLADE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_EAGLE_CLAW ? 1 : iLight;
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if (GetLevelByClass(CLASS_TYPE_IAIJUTSU_MASTER) > 0)
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{
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATANA ? 1 : iLight;
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}
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if (GetBaseAC(oArmor)>iMax ) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
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