Marrusalts are large creatures
Marrusalts are large creatures. Updated Vow of Poverty to function more like Pen & Paper. (@fencas) Updated release archive.
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@@ -15,24 +15,24 @@
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#include "nw_i0_spells"
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#include "inc_persist_loca"
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effect VoPDamage(int nTotalEnhancement) //Just for unarmed, so just bludgeoning
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effect VoPDamage(int nTotalEnhancement)
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{
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effect eDamage;
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if (nTotalEnhancement>=15) eDamage = EffectDamageIncrease(DAMAGE_BONUS_15,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=14) eDamage = EffectDamageIncrease(DAMAGE_BONUS_14,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=13) eDamage = EffectDamageIncrease(DAMAGE_BONUS_13,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=12) eDamage = EffectDamageIncrease(DAMAGE_BONUS_12,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=11) eDamage = EffectDamageIncrease(DAMAGE_BONUS_11,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=10) eDamage = EffectDamageIncrease(DAMAGE_BONUS_10,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=9) eDamage = EffectDamageIncrease(DAMAGE_BONUS_9,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=8) eDamage = EffectDamageIncrease(DAMAGE_BONUS_8,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=7) eDamage = EffectDamageIncrease(DAMAGE_BONUS_7,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=6) eDamage = EffectDamageIncrease(DAMAGE_BONUS_6,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=5) eDamage = EffectDamageIncrease(DAMAGE_BONUS_5,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=4) eDamage = EffectDamageIncrease(DAMAGE_BONUS_4,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=3) eDamage = EffectDamageIncrease(DAMAGE_BONUS_3,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=2) eDamage = EffectDamageIncrease(DAMAGE_BONUS_2,DAMAGE_TYPE_BLUDGEONING);
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else if (nTotalEnhancement>=1) eDamage = EffectDamageIncrease(DAMAGE_BONUS_1,DAMAGE_TYPE_BLUDGEONING);
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if (nTotalEnhancement>=15) eDamage = EffectDamageIncrease(DAMAGE_BONUS_15,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=14) eDamage = EffectDamageIncrease(DAMAGE_BONUS_14,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=13) eDamage = EffectDamageIncrease(DAMAGE_BONUS_13,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=12) eDamage = EffectDamageIncrease(DAMAGE_BONUS_12,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=11) eDamage = EffectDamageIncrease(DAMAGE_BONUS_11,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=10) eDamage = EffectDamageIncrease(DAMAGE_BONUS_10,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=9) eDamage = EffectDamageIncrease(DAMAGE_BONUS_9,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=8) eDamage = EffectDamageIncrease(DAMAGE_BONUS_8,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=7) eDamage = EffectDamageIncrease(DAMAGE_BONUS_7,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=6) eDamage = EffectDamageIncrease(DAMAGE_BONUS_6,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=5) eDamage = EffectDamageIncrease(DAMAGE_BONUS_5,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=4) eDamage = EffectDamageIncrease(DAMAGE_BONUS_4,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=3) eDamage = EffectDamageIncrease(DAMAGE_BONUS_3,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=2) eDamage = EffectDamageIncrease(DAMAGE_BONUS_2,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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else if (nTotalEnhancement>=1) eDamage = EffectDamageIncrease(DAMAGE_BONUS_1,DAMAGE_TYPE_BLUDGEONING || DAMAGE_TYPE_SLASHING || DAMAGE_TYPE_PIERCING);
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return eDamage;
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}
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@@ -45,10 +45,8 @@ void main()
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object oArmor;
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object oShield;
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object oSkin = GetPCSkin(oPC);
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int nSlot;
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int nEvent = GetCurrentlyRunningEvent();
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int nLevel = GetCharacterLevel(oPC)-GetPersistantLocalInt(oPC,"VoPLevel1")+1;
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int nLevelCheck;
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int nACArmor = 4+nLevel/3;
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int nACDeflection = nLevel/6;
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int nACNatural = nLevel/8;
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@@ -56,8 +54,7 @@ void main()
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int nDR = 5*(1+(nLevel-10)/9);
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int nER = (10*(1+(nLevel-13)/7))-5;
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int nForsakerBonus = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC)/2;
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int nExaltedStrike;
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int nTotalEnhancement;
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int nSlot, nLevelCheck, nExaltedStrike, nTotalEnhancement;
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//Enhancement bonus for unarmed damage and weapons; consider the bigger, Forsaker or VoP
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if(nLevel>=10) nExaltedStrike = 1+(nLevel-7)/3;
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@@ -69,16 +66,24 @@ void main()
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if(nEvent == FALSE)
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{
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//Check if level up bonus has already been chosen and given for any of past Forsaker levels
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//Check if level up bonus has already been chosen and given for any of past VoP levels
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for(nLevelCheck=1; nLevelCheck <= nLevel; nLevelCheck++)
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{
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{
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//Call stat boost dialogue for level 7 and each 4 levels after that
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if (!GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/4)*4 == 3) && (nLevelCheck >= 7) && (nLevelCheck <= 27))
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{
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//Call stat boost dialogue for level 7 and each 4 levels after that
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AssignCommand(oPC, ClearAllActions(TRUE));
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SetPersistantLocalInt(oPC,"VoPBoostCheck",nLevelCheck);
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StartDynamicConversation("ft_vowpoverty_ab", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
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}
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//Call exalted feat for each even level
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if (!GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/2)*2 == 0))
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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SetPersistantLocalInt(oPC,"VoPFeatCheck",nLevelCheck);
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StartDynamicConversation("ft_vowpoverty_ft", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
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}
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}
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//AC Armor +4 on 1st, then +1 each 3 levels
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@@ -140,6 +145,23 @@ void main()
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//Give player the bonus, regardless of the weapon
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oPC);
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//Apply Golden Ice effect if unarmed and has feat
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if(GetIsUnarmed(oPC) && (GetHasFeat(FEAT_RAVAGEGOLDENICE, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_RAVAGEGOLDENICE))))
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{
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itemproperty ip1 = ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2);
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ip1 = TagItemProperty(ip1,"GoldenIce");
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IPSafeAddItemProperty(oPC,ip1,0.0,X2_IP_ADDPROP_POLICY_REPLACE_EXISTING,FALSE,FALSE);
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}
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else
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{
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itemproperty eCheckIPL = GetFirstItemProperty(oPC);
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while (GetIsItemPropertyValid(eCheckIPL))
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{
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if(GetItemPropertyTag(eCheckIPL) == "GoldenIce") RemoveItemProperty(oPC,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2));
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eCheckIPL = GetNextItemProperty(oPC);
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}
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}
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// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so it is better to check all other items for magic elsewhere
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for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
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{
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@@ -159,7 +181,7 @@ void main()
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//Remove bonus from unequiped weapons
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oItem = GetPCItemLastUnequipped();
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if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem))) IPRemoveAllItemProperties(oItem, DURATION_TYPE_PERMANENT);
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if(IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) IPRemoveAllItemProperties(oItem, DURATION_TYPE_PERMANENT);
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AddEventScript(oPC, EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM, "ft_vowofpoverty", TRUE, FALSE);
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}
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@@ -184,9 +206,18 @@ void main()
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|| GetBaseItemType(oItem) == BASE_ITEM_KATAR
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|| GetBaseItemType(oItem) == BASE_ITEM_HEAVY_MACE
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|| GetBaseItemType(oItem) == BASE_ITEM_BULLET;
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if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) &&
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(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) || !iWeaponAllowed)) //Check if weapon is magical or not on allowed list
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//Check if the magic is JUST Sanctify
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int iMagic = 0;
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itemproperty eCheckIP = GetFirstItemProperty(oItem);
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while (GetIsItemPropertyValid(eCheckIP))
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{
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if(!(GetItemPropertyTag(eCheckIP) == "Sanctify1") && !(GetItemPropertyTag(eCheckIP) == "Sanctify2") && !(GetItemPropertyTag(eCheckIP) == "Sanctify3")
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&& !(GetItemPropertyTag(eCheckIP) == "Sanctify4")) iMagic = 1;
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eCheckIP = GetNextItemProperty(oItem);
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}
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if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) && (iMagic || !iWeaponAllowed)) //Check if weapon is magical or not on allowed list
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{
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if(!(GetBaseItemType(oItem) == BASE_ITEM_SLING && GetItemPropertyType(GetFirstItemProperty(oItem)) == ITEM_PROPERTY_MIGHTY)) //Allow Mighty Bonus on Slings
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{
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