forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
184 lines
7.4 KiB
Plaintext
184 lines
7.4 KiB
Plaintext
#include "prc_inc_spells"
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//DAMAGE_TYPE_BASE_WEAPON
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//GetAbilityModifier(ABILITY_INTELLIGENCE, oPC)
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//Add INT bonus to damage inflicted, when they are in light armor or less.
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//Still need to remove bonus when they are encumbered.
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//Need to add an onhit to see if the target is Crit or Sneak immune, and heal the INT bonus back.
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//Need to add in Weakening and Wounding criticals (on crit, deal 2 STR and 2 Con, respectively).
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//Applies Reflex Save bonus is the character is in light armor or less.
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//Still need to remove bonus when they are encumbered.
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void Grace(object oPC, object oSkin)
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{
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object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
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int iBase = GetBaseAC(oArmor);
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int iMax = 3;
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int nGrace;
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int nClass = GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC);
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if (GetHasFeat(FEAT_DARING_OUTLAW, oPC))
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nClass += GetLevelByClass(CLASS_TYPE_ROGUE, oPC);
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if (nClass > 37) nGrace = 5;
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else if (nClass > 28) nGrace = 4;
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else if (nClass > 19) nGrace = 3;
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else if (nClass > 10) nGrace = 2;
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else nGrace = 1; // Default
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if (GetBaseAC(oArmor)>iMax )
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SetCompositeBonus(oSkin,"SwashGrace",0,ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC,IP_CONST_SAVEBASETYPE_REFLEX);
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else
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SetCompositeBonus(oSkin,"SwashGrace",nGrace,ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC,IP_CONST_SAVEBASETYPE_REFLEX);
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}
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//Applies a Dodge AC boost when they are wearing light armor or less.
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//Still need to remove bonus when they are encumbered.
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void Dodge(object oPC, object oSkin,int sDodge)
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{
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object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
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int iBase = GetBaseAC(oArmor);
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int iMax = 3;
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if (GetBaseAC(oArmor)>iMax )
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SetCompositeBonus(oSkin,"SwashAC",0,ITEM_PROPERTY_AC_BONUS);
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else
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SetCompositeBonus(oSkin,"SwashAC",sDodge,ITEM_PROPERTY_AC_BONUS);
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}
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//Adds Int bonus to damage.
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//Make a special on-hit that heals your INT bonus if the target is immune to Sneak or Crits
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//Make this only apply to weapons useable with weapon finesse
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//make this not apply if you are wearing medium or heavy armor, or are encumbered.
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void SmartWound(object oPC, object oSkin, int iStrike, int iEquip)
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{
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object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
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int iBase = GetBaseAC(oArmor);
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int iMax = 3;
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int iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_DAGGER ? 1 : 0;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_HANDAXE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KAMA ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KUKRI ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTHAMMER ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTMACE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_RAPIER ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SHORTSWORD ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SICKLE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_WHIP ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_COURTBLADE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_LIGHTBLADE ? 1 : iLight;
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_THINBLADE ? 1 : iLight;
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if (GetLevelByClass(CLASS_TYPE_IAIJUTSU_MASTER) > 0)
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{
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iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATANA ? 1 : iLight;
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}
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if (GetBaseAC(oArmor)>iMax ) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
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else if (iLight<1) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
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else
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{
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if (GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)))
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{
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ActionCastSpellOnSelf(SPELL_SWASH_DAMAGE);
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}
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else
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{
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PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
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}
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}
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}
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//This makes a unique on hit which calls on the "prc_swashweak" scripts
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//to simulate a critical hit roll percentage. On success, it deals
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//2 STR damage (and 2 CON damage at level 19)
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void CritSTR(object oPC, object oSkin,int iStrike, int iEquip)
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{
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object oItem ;
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object oItemb ;
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if (iEquip==2)
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{
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oItem=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
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if ( GetLocalInt(oItem,"CritHarm")) return;
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AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItem,9999.0);
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SetLocalInt(oItem,"CritHarm",1);
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}
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else if (iEquip==1)
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{
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oItem=GetItemLastUnequipped();
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RemoveSpecificProperty(oItem,ITEM_PROPERTY_ONHITCASTSPELL,IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,0,1,"",-1,DURATION_TYPE_TEMPORARY);
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DeleteLocalInt(oItem,"CritHarm");
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}
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else
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{
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oItem=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
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if (!GetLocalInt(oItem,"CritHarm"))
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{
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AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItem,9999.0);
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SetLocalInt(oItem,"CritHarm",1);
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}
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}
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if (iEquip==2)
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{
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oItemb=GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
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if ( GetLocalInt(oItemb,"CritHarm")) return;
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AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItemb,9999.0);
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SetLocalInt(oItemb,"CritHarm",1);
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}
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else if (iEquip==1)
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{
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oItemb=GetItemLastUnequipped();
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RemoveSpecificProperty(oItemb,ITEM_PROPERTY_ONHITCASTSPELL,IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,0,1,"",-1,DURATION_TYPE_TEMPORARY);
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DeleteLocalInt(oItemb,"CritHarm");
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}
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else
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{
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oItemb=GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
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if (!GetLocalInt(oItemb,"CritHarm"))
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{
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AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItemb,9999.0);
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SetLocalInt(oItemb,"CritHarm",1);
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}
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}
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}
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void main()
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{
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//Declare main variables.
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int iClass = GetLevelByClass(CLASS_TYPE_SWASHBUCKLER,oPC);
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int sDodge = GetHasFeat(SWASH_DODGE_1, oPC) ? 1 : 0;
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sDodge = GetHasFeat(SWASH_DODGE_2, oPC) ? 2 : sDodge;
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sDodge = GetHasFeat(SWASH_DODGE_3, oPC) ? 3 : sDodge;
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sDodge = GetHasFeat(SWASH_DODGE_4, oPC) ? 4 : sDodge;
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sDodge = GetHasFeat(SWASH_DODGE_5, oPC) ? 5 : sDodge;
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sDodge = GetHasFeat(SWASH_DODGE_6, oPC) ? 6 : sDodge;
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sDodge = GetHasFeat(SWASH_DODGE_7, oPC) ? 7 : sDodge;
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sDodge = GetHasFeat(SWASH_DODGE_8, oPC) ? 8 : sDodge;
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int iStrike = GetHasFeat(INSIGHTFUL_STRIKE, oPC);
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int iEquip= GetLocalInt(oPC,"ONEQUIP");
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int WeakCrit = GetHasFeat(WEAKENING_CRITICAL, oPC);
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int WoundCrit = GetHasFeat(WOUNDING_CRITICAL, oPC);
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if (iClass>1) Grace(oPC, oSkin);
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if (sDodge>0) Dodge(oPC, oSkin, sDodge);
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if (iStrike>0) SmartWound(oPC, oSkin, iStrike, iEquip);
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if (iStrike>0) CritSTR(oPC, oSkin, iStrike, iEquip);
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} |