#include "prc_alterations" #include "prc_class_const" void main() { object oWeapon = GetLocalObject(OBJECT_SELF, "CHOSEN_WEAPON"); int iLevel = GetLevelByClass(CLASS_TYPE_ARCANE_DUELIST, OBJECT_SELF); float fDuration = 6.0*iLevel; int iType = GetBaseItemType(oWeapon); //Threat range of 1 if(iType == BASE_ITEM_KAMA || BASE_ITEM_SHURIKEN || BASE_ITEM_LIGHTHAMMER || BASE_ITEM_DART || BASE_ITEM_THROWINGAXE || BASE_ITEM_SICKLE || BASE_ITEM_LIGHTMACE || BASE_ITEM_HANDAXE || BASE_ITEM_SLING || BASE_ITEM_SHORTSPEAR || BASE_ITEM_CLUB || BASE_ITEM_BATTLEAXE || BASE_ITEM_LIGHTFLAIL || BASE_ITEM_MORNINGSTAR || BASE_ITEM_QUARTERSTAFF || BASE_ITEM_SHORTBOW || BASE_ITEM_WARHAMMER || BASE_ITEM_DIREMACE || BASE_ITEM_DOUBLEAXE || BASE_ITEM_GREATAXE || BASE_ITEM_HALBERD || BASE_ITEM_LONGBOW || BASE_ITEM_SCYTHE || BASE_ITEM_WHIP || BASE_ITEM_DWARVENWARAXE || BASE_ITEM_GOAD || BASE_ITEM_HEAVY_MACE || BASE_ITEM_NUNCHAKU || BASE_ITEM_SAI || BASE_ITEM_SAP || BASE_ITEM_LIGHT_LANCE || BASE_ITEM_HEAVY_PICK || BASE_ITEM_LIGHT_PICK || BASE_ITEM_MAUL || BASE_ITEM_TRIDENT ) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAttackDecrease(1, ATTACK_BONUS_MISC),OBJECT_SELF,fDuration); AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyKeen(),oWeapon, fDuration); } //Threat range of 2 if(iType == BASE_ITEM_DAGGER || BASE_ITEM_LIGHTCROSSBOW || BASE_ITEM_SHORTSWORD || BASE_ITEM_HEAVYCROSSBOW || BASE_ITEM_KATANA || BASE_ITEM_LONGSWORD || BASE_ITEM_BASTARDSWORD || BASE_ITEM_TWOBLADEDSWORD || BASE_ITEM_HEAVYFLAIL || BASE_ITEM_GREATSWORD || BASE_ITEM_KATAR || BASE_ITEM_ELVEN_LIGHTBLADE || BASE_ITEM_ELVEN_THINBLADE || BASE_ITEM_ELVEN_COURTBLADE) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAttackDecrease(2, ATTACK_BONUS_MISC),OBJECT_SELF,fDuration); AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyKeen(),oWeapon, fDuration); } //Threat range of 3 if(iType == BASE_ITEM_RAPIER || BASE_ITEM_SCIMITAR || BASE_ITEM_FALCHION || BASE_ITEM_DOUBLE_SCIMITAR || BASE_ITEM_EAGLE_CLAW) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAttackDecrease(3, ATTACK_BONUS_MISC),OBJECT_SELF,fDuration); AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyKeen(),oWeapon, fDuration); } }