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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@@ -59,7 +59,7 @@ void main()
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object oPC = OBJECT_SELF; // This should only be called via ExecuteScript on the target, so...
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object oSkin = GetPCSkin(oPC);
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if (GetHasFeat(FEAT_RAVAGEGOLDENICE, oPC))
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if (GetHasFeat(FEAT_RAVAGEGOLDENICE, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_RAVAGEGOLDENICE)))
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{
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if(DEBUG) DoDebug("prc_intuiatk: PC has Ravage: Golden Ice");
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int iEquip = GetLocalInt(oPC,"ONEQUIP") ;
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@@ -92,17 +92,20 @@ void main()
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if (GetAlignmentGoodEvil(oPC)== ALIGNMENT_GOOD)
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{
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AddItemProperty(DURATION_TYPE_PERMANENT,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2),oCweapB);
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AddItemProperty(DURATION_TYPE_PERMANENT,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2),oCweapL);
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AddItemProperty(DURATION_TYPE_PERMANENT,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2),oCweapR);
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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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AddItemProperty(DURATION_TYPE_PERMANENT,ip1,oCweapB);
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AddItemProperty(DURATION_TYPE_TEMPORARY,ip1,oCweapL);
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AddItemProperty(DURATION_TYPE_TEMPORARY,ip1,oCweapR);
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}
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}
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if(GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC) || GetHasFeat(FEAT_WEAPON_FINESSE, oPC))
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if(GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC) || GetHasFeat(FEAT_WEAPON_FINESSE, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_INTUITIVE_ATTACK)))
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{
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if(DEBUG) DoDebug("prc_intuiatk: PC has Intuitive Attack or WepFinesse");
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// shorthand - IA is intuitive attack and WF is weapon finesse
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object oItem ;
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int iEquip = GetLocalInt(oPC,"ONEQUIP") ;
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@@ -111,7 +114,7 @@ void main()
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int iWis = GetAbilityModifier(ABILITY_WISDOM,oPC);
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int iIABonus = 0;
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int iWFBonus = 0;
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int bHasIA = GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC);
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int bHasIA = GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_INTUITIVE_ATTACK));
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int bHasWF = GetHasFeat(FEAT_WEAPON_FINESSE, oPC);
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int bUseIA = FALSE;
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int bUseWF = FALSE;
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