2025/05/31 Morning Update
Added all appropriate new weapons to Swashbuckler Insightful strike. FIxed RWoT missing marker feat.
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@ -41,7 +41,7 @@
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37 FEAT_CIRCLE_MAGIC 4350 3 1 1
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38 FEAT_CIRCLE_LEADER_THAYAN 4352 3 5 1
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39 FEAT_GREAT_CIRCLE_LEADER_THAYAN 4353 3 10 1
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40 FEAT_RW_EPIC 2638 3 11 0
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40 FEAT_REDWIZ_SPELLCASTING_WIZARD 19068 3 1 0
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41 EPIC_RED_WIZARD 25058 3 11 0
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42 FEAT_EPIC_LEADERSHIP 4366 1 2 0
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43 Feat_Eschew_Materials 2596 1 2 0
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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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@ -25418,7 +25418,7 @@ Use: Automatic.</entry>
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<entry id="50432" lang="en" sex="m">Aura of Menace</entry>
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<entry id="50433" lang="en" sex="m">Type of Feat: Racial
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Prerequisite: Race-Specific.
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Specifics: The creature has a righteous aura around it. Any creature that fails its will save is shaken. THe DC of the will save is calculated as follows: 10 (Base) + 2 (Racial Bonus) + 3 (1/2 Outsider HD) + Charisma bonus.
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Specifics: The creature has a righteous aura around it. Any creature that fails its will save is shaken. The DC of the will save is calculated as follows: 10 (Base) + 2 (Racial Bonus) + 3 (1/2 Outsider HD) + Charisma bonus.
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Use: Selected.</entry>
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<entry id="50434" lang="en" sex="m">Hound Archon Aid</entry>
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<entry id="50435" lang="en" sex="m">Hound Archon Detect Evil</entry>
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@ -75255,4 +75255,4 @@ Specifics: You gain a +4 perfection bonus on Will saving throws against charm an
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<entry id="213330" lang="en" sex="m">Type of Feat: Exalted
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Prerequisite: Wis 13+
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Specifics: You gain a +2 bonus on saving throws to resist any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, but not charms or compulsions (such as the charm person and dominate person spells)</entry>
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</tlk>
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</tlk>
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