Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| #include "prc_alterations"
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| 
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| void main()
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| {
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|     object oPC = OBJECT_SELF;
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|     float fSec = HoursToSeconds(1);
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| 
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|     // A Drunken Master has had a drink. Add effects:
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|     effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 1);
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|     effect eCns = EffectAbilityIncrease(ABILITY_CONSTITUTION, 1);
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| 
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|     effect eVFX2 = EffectVisualEffect(VFX_DUR_BLUR);
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| 
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|     //save info prior to lowering effects:
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|     int nReflexSave = GetReflexSavingThrow(oPC);
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|     int nTumble = GetSkillRank(SKILL_TUMBLE);
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|     int nDexMod = GetAbilityModifier(ABILITY_DEXTERITY);
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|     int nRSAfter, nTumbleAfter, nDexModAfter;
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| 
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|     //Apply the major bonuses:
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|     ApplyAbilityDamage(oPC, ABILITY_WISDOM,       1, DURATION_TYPE_TEMPORARY, TRUE, fSec);
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|     ApplyAbilityDamage(oPC, ABILITY_INTELLIGENCE, 1, DURATION_TYPE_TEMPORARY, TRUE, fSec);
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|     ApplyAbilityDamage(oPC, ABILITY_DEXTERITY,    1, DURATION_TYPE_TEMPORARY, TRUE, fSec);
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|     ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStr, oPC, fSec);
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|     ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCns, oPC, fSec);
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| 
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|     //Apply VFX's
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|     ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX2, oPC, fSec);
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| 
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|     //run checks to see if Reflex Saving Throw, Tumble and Dex Modifier have been changed:
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|     nRSAfter = GetReflexSavingThrow(oPC);
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|     nTumbleAfter = GetSkillRank(SKILL_TUMBLE);
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|     nDexModAfter = GetAbilityModifier(ABILITY_DEXTERITY);
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| 
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|     if(nDexModAfter < nDexMod)
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|         {ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectACIncrease(nDexMod - nDexModAfter), oPC, fSec);}
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|     if(nRSAfter < nReflexSave)
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|         {ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSavingThrowIncrease(SAVING_THROW_REFLEX, nReflexSave - nRSAfter), oPC, fSec);}
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|     if(nTumbleAfter < nTumble)
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|         {ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectSkillIncrease(SKILL_TUMBLE, nTumble - nTumbleAfter), oPC, fSec);}
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| 
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|     FloatingTextStringOnCreature("You are Drunk Like a Demon", oPC);
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| }
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