// Favoured Soul passive abilities. // Resist 3 elements, DR, Weapon Focus/Spec #include "prc_inc_wpnrest" #include "pnp_shft_poly" void ResistElement(object oPC, object oSkin, int iLevel, int iType, string sVar) { if(GetLocalInt(oSkin, sVar) == iLevel) return; DelayCommand(0.1, AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageResistance(iType, iLevel), oSkin)); SetLocalInt(oSkin, sVar, iLevel); } void main() { //Declare main variables. object oPC = OBJECT_SELF; object oSkin = GetPCSkin(oPC); int nClass = GetLevelByClass(CLASS_TYPE_FAVOURED_SOUL, oPC); if(nClass > 4) { string sVar = "FavouredSoulResistElement"; if (GetHasFeat(FEAT_FAVOURED_SOUL_ACID, oPC)) { sVar += "Acid"; ResistElement(oPC, oSkin, IP_CONST_DAMAGERESIST_10, IP_CONST_DAMAGETYPE_ACID, sVar); } if (GetHasFeat(FEAT_FAVOURED_SOUL_COLD, oPC)) { sVar += "Cold"; ResistElement(oPC, oSkin, IP_CONST_DAMAGERESIST_10, IP_CONST_DAMAGETYPE_COLD, sVar); } if (GetHasFeat(FEAT_FAVOURED_SOUL_ELEC, oPC)) { sVar += "Elec"; ResistElement(oPC, oSkin, IP_CONST_DAMAGERESIST_10, IP_CONST_DAMAGETYPE_ELECTRICAL, sVar); } if (GetHasFeat(FEAT_FAVOURED_SOUL_FIRE, oPC)) { sVar += "Fire"; ResistElement(oPC, oSkin, IP_CONST_DAMAGERESIST_10, IP_CONST_DAMAGETYPE_FIRE, sVar); } if (GetHasFeat(FEAT_FAVOURED_SOUL_SONIC, oPC)) { sVar += "Sonic"; ResistElement(oPC, oSkin, IP_CONST_DAMAGERESIST_10, IP_CONST_DAMAGETYPE_SONIC, sVar); } } // Wings if(nClass > 16) { int nAlign = GetAlignmentGoodEvil(oPC); int nWings = nAlign == ALIGNMENT_EVIL ? CREATURE_WING_TYPE_DEMON: nAlign == ALIGNMENT_GOOD ? CREATURE_WING_TYPE_ANGEL: CREATURE_WING_TYPE_BIRD; //use this wrapper to make sure it interacts with polymorph etc correctly DoWings(oPC, nWings); } // Damage Reduction if(nClass > 19) { if(GetLocalInt(oSkin, "FavouredSoulDR")) return; AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_3, IP_CONST_DAMAGESOAK_10_HP), oSkin); SetLocalInt(oSkin, "FavouredSoulDR", TRUE); } // This gives them proficiency in the chosen weapon if(nClass > 2) { int nBaseItem; int nIprop; if(GetHasFeat(FEAT_WEAPON_FOCUS_BASTARD_SWORD, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_BASTARD_SWORD ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_BATTLE_AXE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_BATTLE_AXE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_CLUB, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_CLUB ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DAGGER, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_DAGGER ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DART, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_DART ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DIRE_MACE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_DIRE_MACE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DOUBLE_AXE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_DOUBLE_AXE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DWAXE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_DWAXE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_GREAT_AXE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_GREAT_AXE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_GREAT_SWORD, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_GREAT_SWORD ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HALBERD, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_HALBERD ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HAND_AXE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_HAND_AXE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_FLAIL, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_HEAVY_FLAIL ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_KAMA, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_KAMA ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_KATANA, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_KATANA ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_KUKRI, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_KUKRI ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_FLAIL, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_FLAIL ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_HAMMER, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_HAMMER ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_MACE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_MACE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LONG_SWORD, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_LONG_SWORD ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LONGBOW, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_LONGBOW ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_MORNING_STAR, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_MORNING_STAR ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_RAPIER, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_RAPIER ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SCIMITAR, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SCIMITAR ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SCYTHE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SCYTHE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SHORT_SWORD, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SHORT_SWORD ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SHORTBOW, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SHORTBOW ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SHURIKEN, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SHURIKEN ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SICKLE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SICKLE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SLING, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SLING ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SPEAR, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_SPEAR ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_STAFF, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_STAFF ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_THROWING_AXE, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_THROWING_AXE ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD); else if(GetHasFeat(FEAT_WEAPON_FOCUS_WAR_HAMMER, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_WAR_HAMMER ); else if(GetHasFeat(FEAT_WEAPON_FOCUS_WHIP, oPC)) nBaseItem = FocusToWeapProf(FEAT_WEAPON_FOCUS_WHIP ); if(!IsProficient(oPC, nBaseItem)) { nIprop = GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)); IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(nIprop), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); } } // Do Weapon spec if(nClass > 11) { if (GetHasFeat(FEAT_WEAPON_FOCUS_BASTARD_SWORD, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, IP_CONST_FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_BATTLE_AXE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BATTLE_AXE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_BATTLE_AXE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_CLUB, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_CLUB, IP_CONST_FEAT_WEAPON_SPECIALIZATION_CLUB, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DAGGER, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_DAGGER, IP_CONST_FEAT_WEAPON_SPECIALIZATION_DAGGER, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DART, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_DART, IP_CONST_FEAT_WEAPON_SPECIALIZATION_DART, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DIRE_MACE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_DIRE_MACE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_DIRE_MACE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DOUBLE_AXE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_DOUBLE_AXE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_DOUBLE_AXE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_DWAXE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_DWAXE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_DWAXE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_GREAT_AXE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_GREAT_AXE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_GREAT_AXE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_GREAT_SWORD, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_GREAT_SWORD, IP_CONST_FEAT_WEAPON_SPECIALIZATION_GREAT_SWORD, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HALBERD, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_HALBERD, IP_CONST_FEAT_WEAPON_SPECIALIZATION_HALBERD, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HAND_AXE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_HAND_AXE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_HAND_AXE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_HEAVY_CROSSBOW, IP_CONST_FEAT_WEAPON_SPECIALIZATION_HEAVY_CROSSBOW, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_FLAIL, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_HEAVY_FLAIL, IP_CONST_FEAT_WEAPON_SPECIALIZATION_HEAVY_FLAIL, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_KAMA, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_KAMA, IP_CONST_FEAT_WEAPON_SPECIALIZATION_KAMA, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_KATANA, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_KATANA, IP_CONST_FEAT_WEAPON_SPECIALIZATION_KATANA, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_KUKRI, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_KUKRI, IP_CONST_FEAT_WEAPON_SPECIALIZATION_KUKRI, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_LIGHT_CROSSBOW, IP_CONST_FEAT_WEAPON_SPECIALIZATION_LIGHT_CROSSBOW, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_FLAIL, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_LIGHT_FLAIL, IP_CONST_FEAT_WEAPON_SPECIALIZATION_LIGHT_FLAIL, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_HAMMER, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_LIGHT_HAMMER, IP_CONST_FEAT_WEAPON_SPECIALIZATION_LIGHT_HAMMER, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_MACE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_LIGHT_MACE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_LIGHT_MACE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LONG_SWORD, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_LONG_SWORD, IP_CONST_FEAT_WEAPON_SPECIALIZATION_LONG_SWORD, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_LONGBOW, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_LONGBOW, IP_CONST_FEAT_WEAPON_SPECIALIZATION_LONGBOW, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_MORNING_STAR, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_MORNING_STAR, IP_CONST_FEAT_WEAPON_SPECIALIZATION_MORNING_STAR, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_RAPIER, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_RAPIER, IP_CONST_FEAT_WEAPON_SPECIALIZATION_RAPIER, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SCIMITAR, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SCIMITAR, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SCIMITAR, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SCYTHE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SCYTHE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SCYTHE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SHORT_SWORD, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SHORT_SWORD, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SHORT_SWORD, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SHORTBOW, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SHORTBOW, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SHORTBOW, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SHURIKEN, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SHURIKEN, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SHURIKEN, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SICKLE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SICKLE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SICKLE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SLING, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SLING, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SLING, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_SPEAR, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_SPEAR, IP_CONST_FEAT_WEAPON_SPECIALIZATION_SPEAR, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_STAFF, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_STAFF, IP_CONST_FEAT_WEAPON_SPECIALIZATION_STAFF, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_THROWING_AXE, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_THROWING_AXE, IP_CONST_FEAT_WEAPON_SPECIALIZATION_THROWING_AXE, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_TWO_BLADED_SWORD, IP_CONST_FEAT_WEAPON_SPECIALIZATION_TWO_BLADED_SWORD, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_WAR_HAMMER, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_WAR_HAMMER, IP_CONST_FEAT_WEAPON_SPECIALIZATION_WAR_HAMMER, oSkin, oPC); else if(GetHasFeat(FEAT_WEAPON_FOCUS_WHIP, oPC)) AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_WHIP, IP_CONST_FEAT_WEAPON_SPECIALIZATION_WHIP, oSkin, oPC); } } /* FocusToWeapProf(FEAT_WEAPON_FOCUS_BASTARD_SWORD ); AddSkinFeat(FEAT_WEAPON_PROFICIENCY_BASTARD_SWORD, GetWeaponProfIPFeat(FEAT_WEAPON_PROFICIENCY_BASTARD_SWORD), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_BATTLE_AXE ); AddSkinFeat(FEAT_WEAPON_PROFICIENCY_BATTLEAXE, GetWeaponProfIPFeat(FEAT_WEAPON_PROFICIENCY_BATTLEAXE), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_CLUB ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_DAGGER ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_DART ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_DIRE_MACE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_DOUBLE_AXE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_DWAXE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_GREAT_AXE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_GREAT_SWORD ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_HALBERD ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_HAND_AXE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_HEAVY_FLAIL ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_KAMA ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_KATANA ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_KUKRI ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_FLAIL ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_HAMMER ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_LIGHT_MACE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_LONG_SWORD ); AddSkinFeat(FEAT_WEAPON_PROFICIENCY_LONGSWORD, GetWeaponProfIPFeat(FEAT_WEAPON_PROFICIENCY_LONGSWORD), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_LONGBOW ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_MORNING_STAR ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_RAPIER ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SCIMITAR ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SCYTHE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SHORT_SWORD ); AddSkinFeat(FEAT_WEAPON_PROFICIENCY_SHORTSWORD, GetWeaponProfIPFeat(FEAT_WEAPON_PROFICIENCY_SHORTSWORD), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SHORTBOW ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SHURIKEN ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SICKLE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SLING ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_SPEAR ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_STAFF ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_THROWING_AXE ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_WAR_HAMMER ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); FocusToWeapProf(FEAT_WEAPON_FOCUS_WHIP ); AddSkinFeat(FEAT_WEAPON_SPECIALIZATION_BASTARD_SWORD, GetWeaponProfIPFeat(GetWeaponProfFeatByType(nBaseItem)), oSkin, oPC); */