Fixed Efficient Defender
Fixed Efficient Defender
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@@ -869,20 +869,45 @@ void PRCFeat_AddCompositeBonuses(object oPC, object oSkin)
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if(GetHasFeat(FEAT_EFFICIENT_DEFENDER, oPC))
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{
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// Light or medium only
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if(6 > GetBaseAC(GetItemInSlot(INVENTORY_SLOT_CHEST, oPC)))
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{
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SetCompositeBonus(oSkin, "EfficientDefender", 1, AC_ARMOUR_ENCHANTMENT_BONUS, ITEM_PROPERTY_AC_BONUS);
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SetCompositeBonus(oSkin, "EDACPHide", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_HIDE);
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SetCompositeBonus(oSkin, "EDACPMS", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_MOVE_SILENTLY);
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SetCompositeBonus(oSkin, "EDACPParry", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_PARRY);
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SetCompositeBonus(oSkin, "EDACPPP", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_PICK_POCKET);
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SetCompositeBonus(oSkin, "EDACPSetT", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_SET_TRAP);
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SetCompositeBonus(oSkin, "EDACPTumble", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_TUMBLE);
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SetCompositeBonus(oSkin, "EDACPJump", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_JUMP);
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SetCompositeBonus(oSkin, "EDACPBalance", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_BALANCE);
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SetCompositeBonus(oSkin, "EDACPClimb", -1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_CLIMB);
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}
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//ExecuteScript("prc_effdef", oPC);
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//:: Light or medium armor only
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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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int nEvent = GetRunningEvent();
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int nBaseAC = GetBaseAC(oArmor);
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/* if(DEBUG) */ FloatingTextStringOnCreature("prc_feats: Efficient Defender running", oPC, FALSE);
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if(nBaseAC > 0 && nBaseAC < 6)
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{
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/* if (DEBUG) */FloatingTextStringOnCreature("prc_feats: Efficient Defender: Light or medium armor found", oPC, FALSE);
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SetCompositeBonus(oSkin, "EfficientDefender", 1, ITEM_PROPERTY_AC_BONUS);
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SetCompositeBonus(oSkin, "EDACPHide", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_HIDE);
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SetCompositeBonus(oSkin, "EDACPMS", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_MOVE_SILENTLY);
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SetCompositeBonus(oSkin, "EDACPParry", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_PARRY);
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SetCompositeBonus(oSkin, "EDACPPP", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_PICK_POCKET);
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SetCompositeBonus(oSkin, "EDACPSetT", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_SET_TRAP);
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SetCompositeBonus(oSkin, "EDACPTumble", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_TUMBLE);
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SetCompositeBonus(oSkin, "EDACPJump", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_JUMP);
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SetCompositeBonus(oSkin, "EDACPBalance", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_BALANCE);
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SetCompositeBonus(oSkin, "EDACPClimb", 1, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_CLIMB);
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}
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else
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{
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/* if (DEBUG) */FloatingTextStringOnCreature("prc_feats: Efficient Defender: No light or medium armor found", oPC, FALSE);
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SetCompositeBonus(oSkin, "EfficientDefender", 0, ITEM_PROPERTY_AC_BONUS);
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SetCompositeBonus(oSkin, "EDACPHide", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_HIDE);
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SetCompositeBonus(oSkin, "EDACPMS", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_MOVE_SILENTLY);
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SetCompositeBonus(oSkin, "EDACPParry", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_PARRY);
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SetCompositeBonus(oSkin, "EDACPPP", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_PICK_POCKET);
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SetCompositeBonus(oSkin, "EDACPSetT", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_SET_TRAP);
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SetCompositeBonus(oSkin, "EDACPTumble", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_TUMBLE);
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SetCompositeBonus(oSkin, "EDACPJump", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_JUMP);
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SetCompositeBonus(oSkin, "EDACPBalance", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_BALANCE);
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SetCompositeBonus(oSkin, "EDACPClimb", 0, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER, SKILL_CLIMB);
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}
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}
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if(GetHasFeat(FEAT_MOUNTAINEER, oPC))
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{
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