2025/05/02 Update
Updated Foresight to use EffectBonusFeat. Updated PRCRemoveProtections to not dispel extraordinary & supernatural effects. Expanded DAMAGE_BONUS cap to 50. Expanded various functions to use new DAMAGE_BONUS cap.
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@@ -58,8 +58,38 @@ int BonusAtk(int nDmg)
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case 18: return DAMAGE_BONUS_18;
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case 19: return DAMAGE_BONUS_19;
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case 20: return DAMAGE_BONUS_20;
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case 21: return DAMAGE_BONUS_21;
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case 22: return DAMAGE_BONUS_22;
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case 23: return DAMAGE_BONUS_23;
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case 24: return DAMAGE_BONUS_24;
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case 25: return DAMAGE_BONUS_25;
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case 26: return DAMAGE_BONUS_26;
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case 27: return DAMAGE_BONUS_27;
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case 28: return DAMAGE_BONUS_28;
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case 29: return DAMAGE_BONUS_29;
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case 30: return DAMAGE_BONUS_30;
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case 31: return DAMAGE_BONUS_31;
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case 32: return DAMAGE_BONUS_32;
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case 33: return DAMAGE_BONUS_33;
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case 34: return DAMAGE_BONUS_34;
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case 35: return DAMAGE_BONUS_35;
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case 36: return DAMAGE_BONUS_36;
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case 37: return DAMAGE_BONUS_37;
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case 38: return DAMAGE_BONUS_38;
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case 39: return DAMAGE_BONUS_39;
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case 40: return DAMAGE_BONUS_40;
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case 41: return DAMAGE_BONUS_41;
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case 42: return DAMAGE_BONUS_42;
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case 43: return DAMAGE_BONUS_43;
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case 44: return DAMAGE_BONUS_44;
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case 45: return DAMAGE_BONUS_45;
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case 46: return DAMAGE_BONUS_46;
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case 47: return DAMAGE_BONUS_47;
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case 48: return DAMAGE_BONUS_48;
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case 49: return DAMAGE_BONUS_49;
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case 50: return DAMAGE_BONUS_50;
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}
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if(nDmg > 20) return DAMAGE_BONUS_20;
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if(nDmg > 50) return DAMAGE_BONUS_50;
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return -1; // Invalid value received
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}
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@@ -13,6 +13,66 @@
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#include "prc_class_const"
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int GetIntToDamage(int nCheck)
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{
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int nDam;
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if (nCheck >= 50) nDam = DAMAGE_BONUS_50;
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else if (nCheck == 49) nDam = DAMAGE_BONUS_49;
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else if (nCheck == 48) nDam = DAMAGE_BONUS_48;
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else if (nCheck == 47) nDam = DAMAGE_BONUS_47;
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else if (nCheck == 46) nDam = DAMAGE_BONUS_46;
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else if (nCheck == 45) nDam = DAMAGE_BONUS_45;
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else if (nCheck == 44) nDam = DAMAGE_BONUS_44;
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else if (nCheck == 43) nDam = DAMAGE_BONUS_43;
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else if (nCheck == 42) nDam = DAMAGE_BONUS_42;
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else if (nCheck == 41) nDam = DAMAGE_BONUS_41;
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else if (nCheck == 40) nDam = DAMAGE_BONUS_40;
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else if (nCheck == 39) nDam = DAMAGE_BONUS_39;
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else if (nCheck == 38) nDam = DAMAGE_BONUS_38;
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else if (nCheck == 37) nDam = DAMAGE_BONUS_37;
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else if (nCheck == 36) nDam = DAMAGE_BONUS_36;
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else if (nCheck == 35) nDam = DAMAGE_BONUS_35;
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else if (nCheck == 34) nDam = DAMAGE_BONUS_34;
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else if (nCheck == 33) nDam = DAMAGE_BONUS_33;
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else if (nCheck == 32) nDam = DAMAGE_BONUS_32;
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else if (nCheck == 31) nDam = DAMAGE_BONUS_31;
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else if (nCheck == 30) nDam = DAMAGE_BONUS_30;
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else if (nCheck == 29) nDam = DAMAGE_BONUS_29;
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else if (nCheck == 28) nDam = DAMAGE_BONUS_28;
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else if (nCheck == 27) nDam = DAMAGE_BONUS_27;
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else if (nCheck == 26) nDam = DAMAGE_BONUS_26;
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else if (nCheck == 25) nDam = DAMAGE_BONUS_25;
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else if (nCheck == 24) nDam = DAMAGE_BONUS_24;
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else if (nCheck == 23) nDam = DAMAGE_BONUS_23;
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else if (nCheck == 22) nDam = DAMAGE_BONUS_22;
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else if (nCheck == 21) nDam = DAMAGE_BONUS_21;
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else if (nCheck >= 20) nDam = DAMAGE_BONUS_20;
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else if (nCheck == 19) nDam = DAMAGE_BONUS_19;
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else if (nCheck == 18) nDam = DAMAGE_BONUS_18;
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else if (nCheck == 17) nDam = DAMAGE_BONUS_17;
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else if (nCheck == 16) nDam = DAMAGE_BONUS_16;
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else if (nCheck == 15) nDam = DAMAGE_BONUS_15;
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else if (nCheck == 14) nDam = DAMAGE_BONUS_14;
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else if (nCheck == 13) nDam = DAMAGE_BONUS_13;
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else if (nCheck == 12) nDam = DAMAGE_BONUS_12;
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else if (nCheck == 11) nDam = DAMAGE_BONUS_11;
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else if (nCheck == 10) nDam = DAMAGE_BONUS_10;
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else if (nCheck == 9) nDam = DAMAGE_BONUS_9;
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else if (nCheck == 8) nDam = DAMAGE_BONUS_8;
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else if (nCheck == 7) nDam = DAMAGE_BONUS_7;
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else if (nCheck == 6) nDam = DAMAGE_BONUS_6;
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else if (nCheck == 5) nDam = DAMAGE_BONUS_5;
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else if (nCheck == 4) nDam = DAMAGE_BONUS_4;
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else if (nCheck == 3) nDam = DAMAGE_BONUS_3;
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else if (nCheck == 2) nDam = DAMAGE_BONUS_2;
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else if (nCheck == 1) nDam = DAMAGE_BONUS_1;
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// Null line in the 2da
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else nDam = 0;
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return nDam;
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}
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/* int GetIntToDamage(int nCheck)
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{
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int IntToDam = -1;
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@@ -99,7 +159,7 @@ int GetIntToDamage(int nCheck)
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return IntToDam;
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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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@@ -111,7 +111,37 @@ void main()
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case 17: nDamageBonusConstant = DAMAGE_BONUS_17; break;
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case 18: nDamageBonusConstant = DAMAGE_BONUS_18; break;
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case 19: nDamageBonusConstant = DAMAGE_BONUS_19; break;
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default: nDamageBonusConstant = DAMAGE_BONUS_20; // The value is >= 20, the bonus limit is +20
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case 20: nDamageBonusConstant = DAMAGE_BONUS_20; break;
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case 21: nDamageBonusConstant = DAMAGE_BONUS_21; break;
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case 22: nDamageBonusConstant = DAMAGE_BONUS_22; break;
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case 23: nDamageBonusConstant = DAMAGE_BONUS_23; break;
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case 24: nDamageBonusConstant = DAMAGE_BONUS_24; break;
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case 25: nDamageBonusConstant = DAMAGE_BONUS_25; break;
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case 26: nDamageBonusConstant = DAMAGE_BONUS_26; break;
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case 27: nDamageBonusConstant = DAMAGE_BONUS_27; break;
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case 28: nDamageBonusConstant = DAMAGE_BONUS_28; break;
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case 29: nDamageBonusConstant = DAMAGE_BONUS_29; break;
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case 30: nDamageBonusConstant = DAMAGE_BONUS_30; break;
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case 31: nDamageBonusConstant = DAMAGE_BONUS_31; break;
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case 32: nDamageBonusConstant = DAMAGE_BONUS_32; break;
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case 33: nDamageBonusConstant = DAMAGE_BONUS_33; break;
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case 34: nDamageBonusConstant = DAMAGE_BONUS_34; break;
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case 35: nDamageBonusConstant = DAMAGE_BONUS_35; break;
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case 36: nDamageBonusConstant = DAMAGE_BONUS_36; break;
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case 37: nDamageBonusConstant = DAMAGE_BONUS_37; break;
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case 38: nDamageBonusConstant = DAMAGE_BONUS_38; break;
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case 39: nDamageBonusConstant = DAMAGE_BONUS_39; break;
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case 40: nDamageBonusConstant = DAMAGE_BONUS_40; break;
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case 41: nDamageBonusConstant = DAMAGE_BONUS_41; break;
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case 42: nDamageBonusConstant = DAMAGE_BONUS_42; break;
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case 43: nDamageBonusConstant = DAMAGE_BONUS_43; break;
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case 44: nDamageBonusConstant = DAMAGE_BONUS_44; break;
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case 45: nDamageBonusConstant = DAMAGE_BONUS_45; break;
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case 46: nDamageBonusConstant = DAMAGE_BONUS_46; break;
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case 47: nDamageBonusConstant = DAMAGE_BONUS_47; break;
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case 48: nDamageBonusConstant = DAMAGE_BONUS_48; break;
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case 49: nDamageBonusConstant = DAMAGE_BONUS_49; break;
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default: nDamageBonusConstant = DAMAGE_BONUS_50; // The value is >= 50
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}
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DelayApplyEffectToObject(0.0f, PRC_Shifter_ApplyEffects_Generation, DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectDamageIncrease(nDamageBonusConstant, nSTR_DamageType)), oShifter);
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}
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