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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@@ -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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