Added Intrinsic Armor builder's feat to prevent any Disarming. Added Intrinsic Weapon builder's feat to prevent Ruin Armor. GetEpicSorcerer() should allow racial hit dice casters. Enlarge / Reduce Person now stores object's original scale. Added prc_inc_size for the above changes. Updated PRC8 version. Reverted Vow of Poverty to use PRC event system. Reverted Forsaker to use PRC event system. Updated Spell Cancel NUI to not show "system" spells @Rakiov) Added notes on instanced Maze system. Organized notes.
251 lines
12 KiB
Plaintext
251 lines
12 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Vow of Poverty
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//:: FileName ft_vowofpoverty.nss
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//:: Created By: Fencas
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//:: Created On: 2024-12-02
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//:: Based On: Stratovarius' Forsaker
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//:://////////////////////////////////////////////
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#include "prc_inc_combat"
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#include "inc_dynconv"
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#include "prc_class_const"
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#include "prc_inc_clsfunc"
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#include "prc_alterations"
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#include "NW_I0_GENERIC"
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#include "nw_i0_spells"
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#include "inc_persist_loca"
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effect VoPDamage(int nTotalEnhancement)
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{
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effect eDamage;
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if (nTotalEnhancement>=15) eDamage = EffectDamageIncrease(DAMAGE_BONUS_15,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=14) eDamage = EffectDamageIncrease(DAMAGE_BONUS_14,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=13) eDamage = EffectDamageIncrease(DAMAGE_BONUS_13,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=12) eDamage = EffectDamageIncrease(DAMAGE_BONUS_12,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=11) eDamage = EffectDamageIncrease(DAMAGE_BONUS_11,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=10) eDamage = EffectDamageIncrease(DAMAGE_BONUS_10,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=9) eDamage = EffectDamageIncrease(DAMAGE_BONUS_9,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=8) eDamage = EffectDamageIncrease(DAMAGE_BONUS_8,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=7) eDamage = EffectDamageIncrease(DAMAGE_BONUS_7,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=6) eDamage = EffectDamageIncrease(DAMAGE_BONUS_6,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=5) eDamage = EffectDamageIncrease(DAMAGE_BONUS_5,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=4) eDamage = EffectDamageIncrease(DAMAGE_BONUS_4,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=3) eDamage = EffectDamageIncrease(DAMAGE_BONUS_3,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=2) eDamage = EffectDamageIncrease(DAMAGE_BONUS_2,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=1) eDamage = EffectDamageIncrease(DAMAGE_BONUS_1,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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return eDamage;
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}
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void main()
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{
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int nEvent = GetRunningEvent();
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if(DEBUG) DoDebug("prc_forsaker running, event: " + IntToString(nEvent));
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// Get the PC. This is event-dependent
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object oPC;
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switch(nEvent)
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{
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case EVENT_ITEM_ONHIT: oPC = OBJECT_SELF; break;
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case EVENT_ONPLAYEREQUIPITEM: oPC = GetItemLastEquippedBy(); break;
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case EVENT_ONPLAYERUNEQUIPITEM: oPC = GetItemLastUnequippedBy(); break;
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case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break;
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default:
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oPC = OBJECT_SELF;
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}
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object oItem;
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object oArmor;
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object oShield;
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object oSkin = GetPCSkin(oPC);
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int nLevel = GetCharacterLevel(oPC)-GetPersistantLocalInt(oPC,"VoPLevel1")+1;
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int nACArmor = 4+nLevel/3;
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int nACDeflection = nLevel/6;
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int nACNatural = nLevel/8;
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int nRegen = 1+(nLevel-17)/7;
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int nDR = 5*(1+(nLevel-10)/9);
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int nER = (10*(1+(nLevel-13)/7))-5;
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int nResist = 0;//Resistance (Ex): At 7th level, an ascetic gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
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if (nLevel >= 17) nResist = 1 + (nLevel - 7) / 5;
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else if (nLevel >= 13) nResist = 2;
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else if (nLevel >= 7) nResist = 1;
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int nForsakerBonus = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC)/2;
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int nSlot, nLevelCheck, nExaltedStrike, nTotalEnhancement;
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//Enhancement bonus for unarmed damage and weapons; consider the bigger, Forsaker or VoP
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if(nLevel>=10) nExaltedStrike = 1+(nLevel-7)/3;
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else if(nLevel>=4) nExaltedStrike = 1;
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if(nForsakerBonus>=nExaltedStrike) nTotalEnhancement = nForsakerBonus;
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else nTotalEnhancement = nExaltedStrike;
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// We aren't being called from any event, instead from EvalPRCFeats
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if(nEvent == FALSE)
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{
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//Check if level up bonus has already been chosen and given for any of past VoP levels
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for(nLevelCheck=1; nLevelCheck <= nLevel; nLevelCheck++)
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{
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//Call stat boost dialogue for level 7 and each 4 levels after that
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if (!GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/4)*4 == 3) && (nLevelCheck >= 7) && (nLevelCheck <= 27))
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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SetPersistantLocalInt(oPC,"VoPBoostCheck",nLevelCheck);
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StartDynamicConversation("ft_vowpoverty_ab", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
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}
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//Applying stat boosts
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if(GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck)) >= 10)
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{
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int stat = GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck)) - 10;
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int value = 2 * (1 + (nLevel - nLevelCheck) / 4);
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SetCompositeBonus(oSkin, "VoPBoostStat"+IntToString(stat), value, ITEM_PROPERTY_ABILITY_BONUS, stat);
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}
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//Call exalted feat for each even level
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if (!GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/2)*2 == 0))
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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SetPersistantLocalInt(oPC,"VoPFeatCheck",nLevelCheck);
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StartDynamicConversation("ft_vowpoverty_ft", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
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}
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}
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//AC Armor +4 on 1st, then +1 each 3 levels
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectACIncrease(nACArmor, AC_ARMOUR_ENCHANTMENT_BONUS)), oPC);
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//Deflection Armor +1 each 6 levels
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectACIncrease(nACDeflection, AC_DEFLECTION_BONUS)), oPC);
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//Resistance (Ex): At 7th level, an ascetic gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
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if (nLevel>=7)
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{
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SetCompositeBonus(oSkin, "VoPResist", nResist, ITEM_PROPERTY_SAVING_THROW_BONUS, SAVING_THROW_ALL);
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}
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//Natural Armor +1 each 8 levels
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectACIncrease(nACNatural, AC_NATURAL_BONUS)), oPC);
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//DR 5/Enhancement starting 10, +5 each 9 levels
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if (nLevel >= 10) ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectDamageReduction(nDR,nTotalEnhancement)),oPC);
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//Energy resistance 5 for acid, cold ,electrical, fire and sonic on 13th, than +10 each 7 levels
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if (nLevel>=13)
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{
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_ACID, nER, 0, FALSE), oPC);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_COLD, nER, 0, FALSE), oPC);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, nER, 0, FALSE), oPC);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_FIRE, nER, 0, FALSE), oPC);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_SONIC, nER, 0, FALSE), oPC);
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}
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//Freedom of Movement at 14th
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if (nLevel>=14) IPSafeAddItemProperty(oSkin, ItemPropertyFreeAction(), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, TRUE, TRUE);
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//Regeneration 1 at 17th, +1 at each 7 levels
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if (nLevel>=17) SetCompositeBonus(oSkin, "VoPFH", nRegen, ITEM_PROPERTY_REGENERATION);
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//True Seeing at 18th
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if (nLevel>=18) IPSafeAddItemProperty(oSkin, ItemPropertyTrueSeeing(), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, TRUE, TRUE);
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// Exalted Strike - only applies to weapons or unarmed
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effect eEffect1 = EffectAttackIncrease(nTotalEnhancement);
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effect eEffect2 = VoPDamage(nTotalEnhancement);
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effect eLink = EffectLinkEffects(eEffect1,eEffect2);
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eLink = SupernaturalEffect(eLink);
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eLink = TagEffect(eLink, "EffectExaltedStrike");
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//Remove any prior bonus to avoid duplication
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effect eCheckEffect = GetFirstEffect(oPC);
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while (GetIsEffectValid(eCheckEffect))
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{
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if(GetEffectTag(eCheckEffect) == "EffectExaltedStrike") RemoveEffect(oPC, eCheckEffect);
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eCheckEffect = GetNextEffect(oPC);
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}
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//Give player the bonus, regardless of the weapon
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oPC);
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// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so it is better to check all other items for magic elsewhere
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for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
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{
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oItem=GetItemInSlot(nSlot, oPC);
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if (!(GetTag(oItem) == "xp1_mystrashand")
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&& !(GetTag(oItem) == "H2_SenseiAmulet")
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&& !(GetResRef(oItem) == "prc_sk_mblade_bs")
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&& !(GetResRef(oItem) == "prc_sk_mblade_th")
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&& !(GetResRef(oItem) == "prc_sk_mblade_ss")
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&& !(GetResRef(oItem) == "prc_sk_mblade_ls"))
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{
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if((GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && !(GetItemPropertyTag(GetFirstItemProperty(oItem)) == "Tag_PRC_OnHitKeeper")
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&& !(nSlot == 4 || nSlot == 5)) //Check if it is magical (all items but on the hands)
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|| (nSlot == 1 && GetBaseAC(oItem) >= 1) //Check if it is an armor (AC>0)
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|| (nSlot == 5 && GetBaseItemType(oItem) == BASE_ITEM_SMALLSHIELD || //Check if it is a shield
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GetBaseItemType(oItem) == BASE_ITEM_LARGESHIELD ||
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GetBaseItemType(oItem) == BASE_ITEM_TOWERSHIELD))
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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AssignCommand(oPC, ActionUnequipItem(oItem));
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FloatingTextStringOnCreature(GetName(oItem)+" would break your vow!", oPC, FALSE);
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}
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}
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}
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//Remove bonus from unequiped weapons
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oItem = GetPCItemLastUnequipped();
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if(IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) IPRemoveAllItemProperties(oItem, DURATION_TYPE_PERMANENT);
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AddEventScript(oPC, EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM, "ft_vowofpoverty", TRUE, FALSE);
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}
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// We are called from the OnPlayerUnEquipItem eventhook. Remove OnHitCast: Unique Power from oPC's weapon
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else if(nEvent == EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM)
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{
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oItem = GetPCItemLastEquipped();
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int iWeaponAllowed = GetBaseItemType(oItem) == BASE_ITEM_CLUB
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|| GetBaseItemType(oItem) == BASE_ITEM_DAGGER
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|| GetBaseItemType(oItem) == BASE_ITEM_DART
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|| GetBaseItemType(oItem) == BASE_ITEM_HEAVYCROSSBOW
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|| GetBaseItemType(oItem) == BASE_ITEM_LIGHTCROSSBOW
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|| GetBaseItemType(oItem) == BASE_ITEM_LIGHTMACE
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|| GetBaseItemType(oItem) == BASE_ITEM_MORNINGSTAR
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|| GetBaseItemType(oItem) == BASE_ITEM_QUARTERSTAFF
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|| GetBaseItemType(oItem) == BASE_ITEM_SICKLE
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|| GetBaseItemType(oItem) == BASE_ITEM_SLING
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|| GetBaseItemType(oItem) == BASE_ITEM_SHORTSPEAR
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|| GetBaseItemType(oItem) == BASE_ITEM_BOLT
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|| GetBaseItemType(oItem) == BASE_ITEM_GOAD
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|| GetBaseItemType(oItem) == BASE_ITEM_KATAR
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|| GetBaseItemType(oItem) == BASE_ITEM_HEAVY_MACE
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|| GetBaseItemType(oItem) == BASE_ITEM_BULLET;
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//Check if the magic is JUST Sanctify
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int iMagic = 0;
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itemproperty eCheckIP = GetFirstItemProperty(oItem);
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while (GetIsItemPropertyValid(eCheckIP))
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{
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if(!(GetItemPropertyTag(eCheckIP) == "Sanctify1") && !(GetItemPropertyTag(eCheckIP) == "Sanctify2") && !(GetItemPropertyTag(eCheckIP) == "Sanctify3")
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&& !(GetItemPropertyTag(eCheckIP) == "Sanctify4")) iMagic = 1;
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eCheckIP = GetNextItemProperty(oItem);
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}
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if (!(GetTag(oItem) == "xp1_mystrashand")
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&& !(GetTag(oItem) == "H2_SenseiAmulet")
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&& !(GetResRef(oItem) == "prc_sk_mblade_bs")
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&& !(GetResRef(oItem) == "prc_sk_mblade_th")
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&& !(GetResRef(oItem) == "prc_sk_mblade_ss")
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&& !(GetResRef(oItem) == "prc_sk_mblade_ls"))
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{
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if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) && (iMagic || !iWeaponAllowed)) //Check if weapon is magical or not on allowed list
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{
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if(!(GetBaseItemType(oItem) == BASE_ITEM_SLING && GetItemPropertyType(GetFirstItemProperty(oItem)) == ITEM_PROPERTY_MIGHTY)) //Allow Mighty Bonus on Slings
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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AssignCommand(oPC, ActionUnequipItem(oItem));
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FloatingTextStringOnCreature(GetName(oItem)+" would break your vow!", oPC, FALSE);
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}
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}
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}
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}
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}
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