Reorganized hak files & removed duplicates. Added @rafhot's PRC spell & ability level scaling expansion. Further script integration. Full compile.
2095 lines
42 KiB
Plaintext
2095 lines
42 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Curse Song
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//:: X2_S2_CurseSong
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This spells applies penalties to all of the
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bard's enemies within 30ft for a set duration of
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10 rounds.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Andrew Nobbs
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//:: Created On: May 16, 2003
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//:://////////////////////////////////////////////
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//:: Last Updated By: Andrew Nobbs May 20, 2003
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#include "prc_inc_clsfunc"
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void main()
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{
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if (!GetHasFeat(FEAT_BARD_SONGS, OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(85587,OBJECT_SELF); // no more bardsong uses left
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return;
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}
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if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,OBJECT_SELF))
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{
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FloatingTextStrRefOnCreature(85764,OBJECT_SELF); // not useable when silenced
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return;
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}
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//RemoveOldSongEffects(OBJECT_SELF,GetSpellId());
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//Declare major variables
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int nLevel = GetLevelByClass(CLASS_TYPE_BARD) +
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GetLevelByClass(CLASS_TYPE_MINSTREL_EDGE)/2 +
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GetLevelByClass(CLASS_TYPE_DIRGESINGER) +
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GetLevelByClass(CLASS_TYPE_DRAGONSONG_LYRIST) +
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GetLevelByClass(CLASS_TYPE_HEARTWARDER) +
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GetLevelByClass(CLASS_TYPE_SPELLDANCER) +
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GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD) +
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GetLevelByClass(CLASS_TYPE_BLADESINGER) +
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GetLevelByClass(CLASS_TYPE_VIRTUOSO);
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int nRanks = GetSkillRank(SKILL_PERFORM);
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if (GetHasFeat(FEAT_DRAGONSONG, OBJECT_SELF)) nRanks+= 2;
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int nPerform = nRanks;
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int nDuration = 10; //+ nChr;
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effect eAttack;
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effect eDamage;
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effect eWill;
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effect eFort;
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effect eReflex;
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effect eHP;
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effect eAC;
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effect eSkill;
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int nAttack;
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int nDamage;
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int nWill;
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int nFort;
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int nReflex;
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int nHP;
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int nAC;
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int nSkill;
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//Check to see if the caster has Lasting Impression and increase duration.
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if(GetHasFeat(870))
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{
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nDuration *= 10;
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}
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if(GetHasFeat(424)) // lingering song
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{
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nDuration += 5;
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}
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if(nPerform >= 125 && nLevel >= 180)
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{
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nAttack = 36;
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nDamage = 36;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 348;
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nAC = 36;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 179)
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{
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nAttack = 36;
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nDamage = 36;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 346;
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nAC = 35;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 178)
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{
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nAttack = 35;
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nDamage = 36;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 344;
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nAC = 35;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 177)
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{
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nAttack = 35;
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nDamage = 35;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 342;
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nAC = 35;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 176)
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{
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nAttack = 35;
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nDamage = 35;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 340;
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nAC = 34;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 175)
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{
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nAttack = 34;
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nDamage = 35;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 338;
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nAC = 34;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 174)
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{
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nAttack = 34;
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nDamage = 34;
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nWill = 18;
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nFort = 18;
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nReflex = 18;
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nHP = 336;
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nAC = 34;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 173)
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{
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nAttack = 34;
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nDamage = 34;
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nWill = 17;
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nFort = 18;
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nReflex = 18;
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nHP = 334;
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nAC = 34;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 172)
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{
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nAttack = 34;
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nDamage = 34;
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nWill = 17;
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nFort = 17;
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nReflex = 18;
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nHP = 332;
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nAC = 34;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 171)
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{
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nAttack = 34;
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nDamage = 34;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 330;
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nAC = 34;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 170)
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{
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nAttack = 34;
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nDamage = 34;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 328;
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nAC = 33;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 169)
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{
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nAttack = 33;
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nDamage = 34;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 326;
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nAC = 33;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 168)
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{
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nAttack = 33;
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nDamage = 33;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 324;
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nAC = 33;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 167)
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{
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nAttack = 33;
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nDamage = 33;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 322;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 166)
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{
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nAttack = 32;
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nDamage = 33;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 320;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 165)
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{
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nAttack = 32;
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nDamage = 32;
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nWill = 17;
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nFort = 17;
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nReflex = 17;
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nHP = 318;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 164)
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{
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nAttack = 32;
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nDamage = 32;
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nWill = 16;
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nFort = 17;
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nReflex = 17;
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nHP = 316;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 163)
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{
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nAttack = 32;
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nDamage = 32;
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nWill = 16;
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nFort = 16;
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nReflex = 17;
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nHP = 314;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 162)
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{
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nAttack = 32;
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nDamage = 32;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 312;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 161)
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{
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nAttack = 31;
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nDamage = 32;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 310;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 160)
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{
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nAttack = 31;
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nDamage = 31;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 308;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 159)
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{
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nAttack = 30;
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nDamage = 31;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 306;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 158)
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{
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nAttack = 30;
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nDamage = 30;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 304;
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nAC = 32;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 157)
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{
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nAttack = 30;
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nDamage = 30;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 302;
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nAC = 31;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 156)
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{
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nAttack = 29;
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nDamage = 30;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 300;
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nAC = 31;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 155)
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{
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nAttack = 29;
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nDamage = 29;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 298;
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nAC = 31;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 154)
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{
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nAttack = 29;
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nDamage = 29;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 296;
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nAC = 30;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 153)
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{
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nAttack = 29;
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nDamage = 28;
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nWill = 16;
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nFort = 16;
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nReflex = 16;
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nHP = 294;
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nAC = 30;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 152)
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{
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nAttack = 29;
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nDamage = 28;
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nWill = 15;
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nFort = 16;
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nReflex = 16;
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nHP = 292;
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nAC = 30;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 151)
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{
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nAttack = 29;
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nDamage = 28;
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nWill = 15;
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nFort = 15;
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nReflex = 16;
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nHP = 290;
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nAC = 30;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 150)
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{
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nAttack = 29;
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nDamage = 28;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 288;
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nAC = 30;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 149)
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{
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nAttack = 29;
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nDamage = 28;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 286;
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nAC = 29;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 148)
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{
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nAttack = 28;
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nDamage = 28;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 284;
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nAC = 29;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 147)
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{
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nAttack = 28;
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nDamage = 27;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 282;
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nAC = 29;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 146)
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{
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nAttack = 28;
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nDamage = 27;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 280;
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nAC = 28;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 145)
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{
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nAttack = 27;
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nDamage = 27;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 278;
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nAC = 28;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 144)
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{
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nAttack = 27;
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nDamage = 26;
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nWill = 15;
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nFort = 15;
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nReflex = 15;
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nHP = 276;
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nAC = 28;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 143)
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{
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nAttack = 27;
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nDamage = 26;
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nWill = 14;
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nFort = 15;
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nReflex = 15;
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nHP = 274;
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nAC = 28;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 142)
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{
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nAttack = 27;
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nDamage = 26;
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nWill = 14;
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nFort = 14;
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nReflex = 15;
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nHP = 272;
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nAC = 28;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 141)
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{
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nAttack = 27;
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nDamage = 26;
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nWill = 14;
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nFort = 14;
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nReflex = 14;
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nHP = 270;
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nAC = 28;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 140)
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{
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nAttack = 27;
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nDamage = 26;
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nWill = 14;
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nFort = 14;
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nReflex = 14;
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nHP = 268;
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nAC = 27;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 139)
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{
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nAttack = 27;
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nDamage = 25;
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nWill = 14;
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nFort = 14;
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nReflex = 14;
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nHP = 266;
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nAC = 27;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 138)
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{
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nAttack = 27;
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nDamage = 25;
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nWill = 14;
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nFort = 14;
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nReflex = 14;
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nHP = 264;
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nAC = 26;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 137)
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{
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nAttack = 26;
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nDamage = 25;
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nWill = 14;
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nFort = 14;
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nReflex = 14;
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nHP = 262;
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nAC = 26;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 136)
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{
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nAttack = 26;
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nDamage = 24;
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nWill = 14;
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nFort = 14;
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nReflex = 14;
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nHP = 260;
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nAC = 26;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 135)
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{
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nAttack = 26;
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nDamage = 24;
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nWill = 13;
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nFort = 14;
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nReflex = 14;
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nHP = 258;
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nAC = 26;
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nSkill = 20;
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}
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if(nPerform >= 125 && nLevel >= 134)
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{
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nAttack = 26;
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nDamage = 24;
|
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nWill = 13;
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nFort = 13;
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nReflex = 14;
|
|
nHP = 256;
|
|
nAC = 26;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 133)
|
|
{
|
|
nAttack = 26;
|
|
nDamage = 24;
|
|
nWill = 13;
|
|
nFort = 13;
|
|
nReflex = 13;
|
|
nHP = 254;
|
|
nAC = 26;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 132)
|
|
{
|
|
nAttack = 26;
|
|
nDamage = 23;
|
|
nWill = 13;
|
|
nFort = 13;
|
|
nReflex = 13;
|
|
nHP = 252;
|
|
nAC = 26;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 131)
|
|
{
|
|
nAttack = 26;
|
|
nDamage = 23;
|
|
nWill = 13;
|
|
nFort = 13;
|
|
nReflex = 13;
|
|
nHP = 250;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 130)
|
|
{
|
|
nAttack = 25;
|
|
nDamage = 23;
|
|
nWill = 13;
|
|
nFort = 13;
|
|
nReflex = 13;
|
|
nHP = 248;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 129)
|
|
{
|
|
nAttack = 25;
|
|
nDamage = 22;
|
|
nWill = 13;
|
|
nFort = 13;
|
|
nReflex = 13;
|
|
nHP = 246;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 128)
|
|
{
|
|
nAttack = 25;
|
|
nDamage = 22;
|
|
nWill = 12;
|
|
nFort = 13;
|
|
nReflex = 13;
|
|
nHP = 244;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 127)
|
|
{
|
|
nAttack = 25;
|
|
nDamage = 22;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 13;
|
|
nHP = 242;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 126)
|
|
{
|
|
nAttack = 25;
|
|
nDamage = 22;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 240;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 125)
|
|
{
|
|
nAttack = 25;
|
|
nDamage = 21;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 238;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 124)
|
|
{
|
|
nAttack = 24;
|
|
nDamage = 21;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 236;
|
|
nAC = 25;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 123)
|
|
{
|
|
nAttack = 24;
|
|
nDamage = 21;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 234;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 122)
|
|
{
|
|
nAttack = 24;
|
|
nDamage = 20;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 232;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 121)
|
|
{
|
|
nAttack = 23;
|
|
nDamage = 20;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 230;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 120)
|
|
{
|
|
nAttack = 23;
|
|
nDamage = 19;
|
|
nWill = 12;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 228;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 119)
|
|
{
|
|
nAttack = 23;
|
|
nDamage = 19;
|
|
nWill = 11;
|
|
nFort = 12;
|
|
nReflex = 12;
|
|
nHP = 226;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 118)
|
|
{
|
|
nAttack = 23;
|
|
nDamage = 19;
|
|
nWill = 11;
|
|
nFort = 11;
|
|
nReflex = 12;
|
|
nHP = 224;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 125 && nLevel >= 117)
|
|
{
|
|
nAttack = 23;
|
|
nDamage = 19;
|
|
nWill = 11;
|
|
nFort = 11;
|
|
nReflex = 11;
|
|
nHP = 222;
|
|
nAC = 24;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 116)
|
|
{
|
|
nAttack = 23;
|
|
nDamage = 19;
|
|
nWill = 11;
|
|
nFort = 11;
|
|
nReflex = 11;
|
|
nHP = 220;
|
|
nAC = 23;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 115)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 19;
|
|
nWill = 11;
|
|
nFort = 11;
|
|
nReflex = 11;
|
|
nHP = 218;
|
|
nAC = 23;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 114)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 18;
|
|
nWill = 11;
|
|
nFort = 11;
|
|
nReflex = 11;
|
|
nHP = 216;
|
|
nAC = 23;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 125 && nLevel >= 113)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 18;
|
|
nWill = 10;
|
|
nFort = 11;
|
|
nReflex = 11;
|
|
nHP = 214;
|
|
nAC = 23;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 112)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 18;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 11;
|
|
nHP = 212;
|
|
nAC = 23;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 111)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 18;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 210;
|
|
nAC = 23;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 110)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 18;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 208;
|
|
nAC = 22;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 109)
|
|
{
|
|
nAttack = 22;
|
|
nDamage = 17;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 206;
|
|
nAC = 22;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 108)
|
|
{
|
|
nAttack = 21;
|
|
nDamage = 17;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 204;
|
|
nAC = 22;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 107)
|
|
{
|
|
nAttack = 21;
|
|
nDamage = 16;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 202;
|
|
nAC = 22;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 106)
|
|
{
|
|
nAttack = 21;
|
|
nDamage = 16;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 200;
|
|
nAC = 21;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 105)
|
|
{
|
|
nAttack = 21;
|
|
nDamage = 16;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 198;
|
|
nAC = 21;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 104)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 16;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 196;
|
|
nAC = 21;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 103)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 16;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 194;
|
|
nAC = 21;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 102)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 15;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 192;
|
|
nAC = 21;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 101)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 15;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 190;
|
|
nAC = 21;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 100)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 15;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 188;
|
|
nAC = 20;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 99)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 15;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 186;
|
|
nAC = 20;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 98)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 15;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 184;
|
|
nAC = 20;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 97)
|
|
{
|
|
nAttack = 20;
|
|
nDamage = 14;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 182;
|
|
nAC = 20;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 96)
|
|
{
|
|
nAttack = 19;
|
|
nDamage = 14;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 180;
|
|
nAC = 20;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 95)
|
|
{
|
|
nAttack = 19;
|
|
nDamage = 14;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 178;
|
|
nAC = 19;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 94)
|
|
{
|
|
nAttack = 19;
|
|
nDamage = 14;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 176;
|
|
nAC = 19;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 93)
|
|
{
|
|
nAttack = 18;
|
|
nDamage = 14;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 174;
|
|
nAC = 19;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 125 && nLevel >= 92)
|
|
{
|
|
nAttack = 18;
|
|
nDamage = 13;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 172;
|
|
nAC = 19;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 91)
|
|
{
|
|
nAttack = 18;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 170;
|
|
nAC = 19;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 90)
|
|
{
|
|
nAttack = 18;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 168;
|
|
nAC = 18;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 89)
|
|
{
|
|
nAttack = 18;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 166;
|
|
nAC = 18;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 88)
|
|
{
|
|
nAttack = 17;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 164;
|
|
nAC = 18;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 87)
|
|
{
|
|
nAttack = 17;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 162;
|
|
nAC = 18;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 86)
|
|
{
|
|
nAttack = 17;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 160;
|
|
nAC = 17;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 85)
|
|
{
|
|
nAttack = 17;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 158;
|
|
nAC = 17;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 84)
|
|
{
|
|
nAttack = 16;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 156;
|
|
nAC = 17;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 83)
|
|
{
|
|
nAttack = 15;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 154;
|
|
nAC = 17;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 82)
|
|
{
|
|
nAttack = 14;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 152;
|
|
nAC = 17;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 81)
|
|
{
|
|
nAttack = 14;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 150;
|
|
nAC = 16;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 125 && nLevel >= 80)
|
|
{
|
|
nAttack = 13;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 148;
|
|
nAC = 16;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 125 && nLevel >= 79)
|
|
{
|
|
nAttack = 12;
|
|
nDamage = 12;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 146;
|
|
nAC = 16;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 78)
|
|
{
|
|
nAttack = 12;
|
|
nDamage = 11;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 144;
|
|
nAC = 16;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 77)
|
|
{
|
|
nAttack = 11;
|
|
nDamage = 11;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 142;
|
|
nAC = 16;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 76)
|
|
{
|
|
nAttack = 11;
|
|
nDamage = 11;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 140;
|
|
nAC = 15;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 75)
|
|
{
|
|
nAttack = 11;
|
|
nDamage = 10;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 138;
|
|
nAC = 15;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 74)
|
|
{
|
|
nAttack = 10;
|
|
nDamage = 10;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 136;
|
|
nAC = 15;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 73)
|
|
{
|
|
nAttack = 10;
|
|
nDamage = 10;
|
|
nWill = 10;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 134;
|
|
nAC = 14;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 72)
|
|
{
|
|
nAttack = 10;
|
|
nDamage = 10;
|
|
nWill = 9;
|
|
nFort = 10;
|
|
nReflex = 10;
|
|
nHP = 132;
|
|
nAC = 14;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 71)
|
|
{
|
|
nAttack = 10;
|
|
nDamage = 10;
|
|
nWill = 9;
|
|
nFort = 9;
|
|
nReflex = 10;
|
|
nHP = 130;
|
|
nAC = 14;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 70)
|
|
{
|
|
nAttack = 10;
|
|
nDamage = 10;
|
|
nWill = 9;
|
|
nFort = 9;
|
|
nReflex = 9;
|
|
nHP = 128;
|
|
nAC = 14;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 69)
|
|
{
|
|
nAttack = 10;
|
|
nDamage = 9;
|
|
nWill = 9;
|
|
nFort = 9;
|
|
nReflex = 9;
|
|
nHP = 126;
|
|
nAC = 14;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 68)
|
|
{
|
|
nAttack = 9;
|
|
nDamage = 9;
|
|
nWill = 9;
|
|
nFort = 9;
|
|
nReflex = 9;
|
|
nHP = 124;
|
|
nAC = 14;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 67)
|
|
{
|
|
nAttack = 9;
|
|
nDamage = 9;
|
|
nWill = 9;
|
|
nFort = 9;
|
|
nReflex = 9;
|
|
nHP = 122;
|
|
nAC = 13;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 66)
|
|
{
|
|
nAttack = 9;
|
|
nDamage = 9;
|
|
nWill = 8;
|
|
nFort = 9;
|
|
nReflex = 9;
|
|
nHP = 120;
|
|
nAC = 13;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 65)
|
|
{
|
|
nAttack = 9;
|
|
nDamage = 9;
|
|
nWill = 8;
|
|
nFort = 8;
|
|
nReflex = 9;
|
|
nHP = 118;
|
|
nAC = 13;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 64)
|
|
{
|
|
nAttack = 9;
|
|
nDamage = 9;
|
|
nWill = 8;
|
|
nFort = 8;
|
|
nReflex = 8;
|
|
nHP = 116;
|
|
nAC = 13;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 63)
|
|
{
|
|
nAttack = 9;
|
|
nDamage = 8;
|
|
nWill = 8;
|
|
nFort = 8;
|
|
nReflex = 8;
|
|
nHP = 114;
|
|
nAC = 13;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 62)
|
|
{
|
|
nAttack = 8;
|
|
nDamage = 8;
|
|
nWill = 8;
|
|
nFort = 8;
|
|
nReflex = 8;
|
|
nHP = 112;
|
|
nAC = 13;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 61)
|
|
{
|
|
nAttack = 8;
|
|
nDamage = 8;
|
|
nWill = 8;
|
|
nFort = 8;
|
|
nReflex = 8;
|
|
nHP = 110;
|
|
nAC = 12;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 60)
|
|
{
|
|
nAttack = 8;
|
|
nDamage = 8;
|
|
nWill = 7;
|
|
nFort = 8;
|
|
nReflex = 8;
|
|
nHP = 108;
|
|
nAC = 12;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 59)
|
|
{
|
|
nAttack = 8;
|
|
nDamage = 8;
|
|
nWill = 7;
|
|
nFort = 7;
|
|
nReflex = 8;
|
|
nHP = 106;
|
|
nAC = 12;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 58)
|
|
{
|
|
nAttack = 8;
|
|
nDamage = 8;
|
|
nWill = 7;
|
|
nFort = 7;
|
|
nReflex = 7;
|
|
nHP = 104;
|
|
nAC = 12;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 57)
|
|
{
|
|
nAttack = 8;
|
|
nDamage = 7;
|
|
nWill = 7;
|
|
nFort = 7;
|
|
nReflex = 7;
|
|
nHP = 102;
|
|
nAC = 12;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 56)
|
|
{
|
|
nAttack = 7;
|
|
nDamage = 7;
|
|
nWill = 7;
|
|
nFort = 7;
|
|
nReflex = 7;
|
|
nHP = 100;
|
|
nAC = 12;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 125 && nLevel >= 55)
|
|
{
|
|
nAttack = 7;
|
|
nDamage = 7;
|
|
nWill = 7;
|
|
nFort = 7;
|
|
nReflex = 7;
|
|
nHP = 98;
|
|
nAC = 11;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 54)
|
|
{
|
|
nAttack = 7;
|
|
nDamage = 7;
|
|
nWill = 6;
|
|
nFort = 7;
|
|
nReflex = 7;
|
|
nHP = 96;
|
|
nAC = 11;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 53)
|
|
{
|
|
nAttack = 7;
|
|
nDamage = 7;
|
|
nWill = 6;
|
|
nFort = 6;
|
|
nReflex = 7;
|
|
nHP = 94;
|
|
nAC = 11;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 52)
|
|
{
|
|
nAttack = 7;
|
|
nDamage = 7;
|
|
nWill = 6;
|
|
nFort = 6;
|
|
nReflex = 6;
|
|
nHP = 92;
|
|
nAC = 11;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 51)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 7;
|
|
nWill = 6;
|
|
nFort = 6;
|
|
nReflex = 6;
|
|
nHP = 90;
|
|
nAC = 11;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 50)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 6;
|
|
nWill = 6;
|
|
nFort = 6;
|
|
nReflex = 6;
|
|
nHP = 88;
|
|
nAC = 11;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 49)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 6;
|
|
nWill = 6;
|
|
nFort = 6;
|
|
nReflex = 6;
|
|
nHP = 86;
|
|
nAC = 10;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 48)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 6;
|
|
nWill = 5;
|
|
nFort = 6;
|
|
nReflex = 6;
|
|
nHP = 84;
|
|
nAC = 10;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 47)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 6;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 6;
|
|
nHP = 82;
|
|
nAC = 10;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 46)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 6;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 80;
|
|
nAC = 10;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 45)
|
|
{
|
|
nAttack = 6;
|
|
nDamage = 5;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 78;
|
|
nAC = 10;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 44)
|
|
{
|
|
nAttack = 5;
|
|
nDamage = 5;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 76;
|
|
nAC = 10;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 43)
|
|
{
|
|
nAttack = 5;
|
|
nDamage = 5;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 74;
|
|
nAC = 9;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 42)
|
|
{
|
|
nAttack = 4;
|
|
nDamage = 5;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 72;
|
|
nAC = 9;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 41)
|
|
{
|
|
nAttack = 4;
|
|
nDamage = 4;
|
|
nWill = 5;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 70;
|
|
nAC = 9;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 40)
|
|
{
|
|
nAttack = 4;
|
|
nDamage = 4;
|
|
nWill = 4;
|
|
nFort = 5;
|
|
nReflex = 5;
|
|
nHP = 68;
|
|
nAC = 9;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 39)
|
|
{
|
|
nAttack = 4;
|
|
nDamage = 4;
|
|
nWill = 4;
|
|
nFort = 4;
|
|
nReflex = 5;
|
|
nHP = 66;
|
|
nAC = 8;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 38)
|
|
{
|
|
nAttack = 4;
|
|
nDamage = 4;
|
|
nWill = 4;
|
|
nFort = 4;
|
|
nReflex = 4;
|
|
nHP = 64;
|
|
nAC = 8;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 37)
|
|
{
|
|
nAttack = 3;
|
|
nDamage = 4;
|
|
nWill = 4;
|
|
nFort = 4;
|
|
nReflex = 4;
|
|
nHP = 62;
|
|
nAC = 8;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 36)
|
|
{
|
|
nAttack = 3;
|
|
nDamage = 4;
|
|
nWill = 4;
|
|
nFort = 3;
|
|
nReflex = 4;
|
|
nHP = 60;
|
|
nAC = 8;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 125 && nLevel >= 35)
|
|
{
|
|
nAttack = 3;
|
|
nDamage = 4;
|
|
nWill = 4;
|
|
nFort = 3;
|
|
nReflex = 3;
|
|
nHP = 58;
|
|
nAC = 7;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 120 && nLevel >= 34)
|
|
{
|
|
nAttack = 3;
|
|
nDamage = 4;
|
|
nWill = 3;
|
|
nFort = 3;
|
|
nReflex = 3;
|
|
nHP = 56;
|
|
nAC = 7;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 115 && nLevel >= 33)
|
|
{
|
|
nAttack = 3;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 3;
|
|
nReflex = 3;
|
|
nHP = 54;
|
|
nAC = 7;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 110 && nLevel >= 32)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 3;
|
|
nReflex = 3;
|
|
nHP = 52;
|
|
nAC = 7;
|
|
nSkill = 20;
|
|
}
|
|
if(nPerform >= 105 && nLevel >= 31)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 3;
|
|
nHP = 50;
|
|
nAC = 7;
|
|
nSkill = 20;
|
|
}
|
|
|
|
if(nPerform >= 100 && nLevel >= 30)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 48;
|
|
nAC = 7;
|
|
nSkill = 18;
|
|
}
|
|
else if(nPerform >= 95 && nLevel >= 29)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 46;
|
|
nAC = 6;
|
|
nSkill = 17;
|
|
}
|
|
else if(nPerform >= 90 && nLevel >= 28)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 44;
|
|
nAC = 6;
|
|
nSkill = 16;
|
|
}
|
|
else if(nPerform >= 85 && nLevel >= 27)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 42;
|
|
nAC = 6;
|
|
nSkill = 15;
|
|
}
|
|
else if(nPerform >= 80 && nLevel >= 26)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 40;
|
|
nAC = 6;
|
|
nSkill = 14;
|
|
}
|
|
else if(nPerform >= 75 && nLevel >= 25)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 38;
|
|
nAC = 6;
|
|
nSkill = 13;
|
|
}
|
|
else if(nPerform >= 70 && nLevel >= 24)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 36;
|
|
nAC = 5;
|
|
nSkill = 12;
|
|
}
|
|
else if(nPerform >= 65 && nLevel >= 23)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 34;
|
|
nAC = 5;
|
|
nSkill = 11;
|
|
}
|
|
else if(nPerform >= 60 && nLevel >= 22)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 32;
|
|
nAC = 5;
|
|
nSkill = 10;
|
|
}
|
|
else if(nPerform >= 55 && nLevel >= 21)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 30;
|
|
nAC = 5;
|
|
nSkill = 9;
|
|
}
|
|
else if(nPerform >= 50 && nLevel >= 20)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 28;
|
|
nAC = 5;
|
|
nSkill = 8;
|
|
}
|
|
else if(nPerform >= 45 && nLevel >= 19)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 26;
|
|
nAC = 5;
|
|
nSkill = 7;
|
|
}
|
|
else if(nPerform >= 40 && nLevel >= 18)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 24;
|
|
nAC = 5;
|
|
nSkill = 6;
|
|
}
|
|
else if(nPerform >= 35 && nLevel >= 17)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 22;
|
|
nAC = 5;
|
|
nSkill = 5;
|
|
}
|
|
else if(nPerform >= 30 && nLevel >= 16)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 3;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 20;
|
|
nAC = 5;
|
|
nSkill = 4;
|
|
}
|
|
else if(nPerform >= 24 && nLevel >= 15)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 2;
|
|
nFort = 2;
|
|
nReflex = 2;
|
|
nHP = 16;
|
|
nAC = 4;
|
|
nSkill = 3;
|
|
}
|
|
else if(nPerform >= 21 && nLevel >= 14)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 3;
|
|
nWill = 1;
|
|
nFort = 1;
|
|
nReflex = 1;
|
|
nHP = 16;
|
|
nAC = 3;
|
|
nSkill = 2;
|
|
}
|
|
else if(nPerform >= 18 && nLevel >= 11)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 2;
|
|
nWill = 1;
|
|
nFort = 1;
|
|
nReflex = 1;
|
|
nHP = 8;
|
|
nAC = 2;
|
|
nSkill = 2;
|
|
}
|
|
else if(nPerform >= 15 && nLevel >= 8)
|
|
{
|
|
nAttack = 2;
|
|
nDamage = 2;
|
|
nWill = 1;
|
|
nFort = 1;
|
|
nReflex = 1;
|
|
nHP = 8;
|
|
nAC = 0;
|
|
nSkill = 1;
|
|
}
|
|
else if(nPerform >= 12 && nLevel >= 6)
|
|
{
|
|
nAttack = 1;
|
|
nDamage = 2;
|
|
nWill = 1;
|
|
nFort = 1;
|
|
nReflex = 1;
|
|
nHP = 0;
|
|
nAC = 0;
|
|
nSkill = 1;
|
|
}
|
|
else if(nPerform >= 9 && nLevel >= 3)
|
|
{
|
|
nAttack = 1;
|
|
nDamage = 2;
|
|
nWill = 1;
|
|
nFort = 1;
|
|
nReflex = 0;
|
|
nHP = 0;
|
|
nAC = 0;
|
|
nSkill = 0;
|
|
}
|
|
else if(nPerform >= 6 && nLevel >= 2)
|
|
{
|
|
nAttack = 1;
|
|
nDamage = 1;
|
|
nWill = 1;
|
|
nFort = 0;
|
|
nReflex = 0;
|
|
nHP = 0;
|
|
nAC = 0;
|
|
nSkill = 0;
|
|
}
|
|
else if(nPerform >= 3 && nLevel >= 1)
|
|
{
|
|
nAttack = 1;
|
|
nDamage = 1;
|
|
nWill = 0;
|
|
nFort = 0;
|
|
nReflex = 0;
|
|
nHP = 0;
|
|
nAC = 0;
|
|
nSkill = 0;
|
|
}
|
|
effect eVis = EffectVisualEffect(VFX_IMP_DOOM);
|
|
|
|
eAttack = EffectAttackDecrease(nAttack);
|
|
eDamage = EffectDamageDecrease(nDamage, DAMAGE_TYPE_BLUDGEONING|DAMAGE_TYPE_PIERCING|DAMAGE_TYPE_SLASHING);
|
|
effect eLink = EffectLinkEffects(eAttack, eDamage);
|
|
|
|
if(nWill > 0)
|
|
{
|
|
eWill = EffectSavingThrowDecrease(SAVING_THROW_WILL, nWill);
|
|
eLink = EffectLinkEffects(eLink, eWill);
|
|
}
|
|
if(nFort > 0)
|
|
{
|
|
eFort = EffectSavingThrowDecrease(SAVING_THROW_FORT, nFort);
|
|
eLink = EffectLinkEffects(eLink, eFort);
|
|
}
|
|
if(nReflex > 0)
|
|
{
|
|
eReflex = EffectSavingThrowDecrease(SAVING_THROW_REFLEX, nReflex);
|
|
eLink = EffectLinkEffects(eLink, eReflex);
|
|
}
|
|
if(nAC > 0)
|
|
{
|
|
eAC = EffectACDecrease(nAC, AC_DODGE_BONUS);
|
|
eLink = EffectLinkEffects(eLink, eAC);
|
|
}
|
|
if(nSkill > 0)
|
|
{
|
|
eSkill = EffectSkillDecrease(SKILL_ALL_SKILLS, nSkill);
|
|
eLink = EffectLinkEffects(eLink, eSkill);
|
|
}
|
|
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
|
|
effect eDur2 = EffectVisualEffect(507);
|
|
eLink = EffectLinkEffects(eLink, eDur);
|
|
|
|
effect eImpact = EffectVisualEffect(VFX_IMP_HEAD_SONIC);
|
|
effect eFNF = EffectVisualEffect(VFX_FNF_LOS_EVIL_30);
|
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFNF, GetLocation(OBJECT_SELF));
|
|
|
|
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
|
|
|
|
eHP = ExtraordinaryEffect(eHP);
|
|
eLink = ExtraordinaryEffect(eLink);
|
|
|
|
string sCurseSongHP = "CURSE_SONG_HP_" + ObjectToString(OBJECT_SELF);
|
|
|
|
RemoveSongEffects(GetSpellId(),OBJECT_SELF,OBJECT_SELF);
|
|
|
|
float fDelay;
|
|
while(GetIsObjectValid(oTarget))
|
|
{
|
|
if(spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, OBJECT_SELF))
|
|
{
|
|
// * GZ Oct 2003: If we are deaf, we do not have negative effects from curse song
|
|
if (!PRCGetHasEffect(EFFECT_TYPE_SILENCE,oTarget) && !PRCGetHasEffect(EFFECT_TYPE_DEAF,oTarget))
|
|
{
|
|
RemoveSongEffects(GetSpellId(),OBJECT_SELF,oTarget);
|
|
int nRace = MyPRCGetRacialType(oTarget);
|
|
|
|
// Undead and Constructs are immune to mind effecting abilities.
|
|
// A bard with requiem can effect undead
|
|
if ((nRace == RACIAL_TYPE_UNDEAD && GetHasFeat(FEAT_REQUIEM, OBJECT_SELF)) || nRace != RACIAL_TYPE_UNDEAD && nRace != RACIAL_TYPE_CONSTRUCT || GetIsWarforged(oTarget))
|
|
{
|
|
// Even with requiem, they have half duration
|
|
if (nRace == RACIAL_TYPE_UNDEAD) nDuration /= 2;
|
|
|
|
if (nHP > 0 && !GetLocalInt(oTarget, sCurseSongHP))
|
|
{
|
|
eHP = PRCEffectDamage(oTarget, nHP, DAMAGE_TYPE_SONIC, DAMAGE_POWER_NORMAL);
|
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SONIC), oTarget);
|
|
DelayCommand(0.01, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHP, oTarget));
|
|
SetLocalInt(oTarget, sCurseSongHP, TRUE);
|
|
DelayCommand(RoundsToSeconds(nDuration),DeleteLocalInt(oTarget, sCurseSongHP));
|
|
}
|
|
|
|
if (!GetIsDead(oTarget))
|
|
{
|
|
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
|
|
DelayCommand(PRCGetRandomDelay(0.1,0.5), ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
|
|
//StoreSongRecipient(oTarget, OBJECT_SELF, GetSpellId(), nDuration);
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_MAGIC_RESISTANCE_USE), oTarget);
|
|
}
|
|
}
|
|
|
|
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
|
|
}
|
|
DecrementRemainingFeatUses(OBJECT_SELF, FEAT_BARD_SONGS);
|
|
} |