2025/05/25 Update
Updated all ToB maneuvers with saves to respect Blade Meditation. Added HasBladeMeditationForDiscipline() Expanded Witchborn Binder for epic progression. Fixed a few bugs around Vile Martial strike. Echo Spell shouldn't target self or items. Muckdweller should have a -6 STR. Added new Vile Martial feats to GetVileFeats(). Grappling something now removes invisibility. Started on Power Attack NUI. Starmantle shouldn't stack. Factotum & Shadow Thief of Amn require UMD checks for scroll casting.
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@@ -27,25 +27,32 @@ Dexterity damage and the speed penalty.
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void TOBAttack(object oTarget, object oInitiator)
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{
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effect eNone;
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int nBonus = TOBSituationalAttackBonuses(oInitiator, DISCIPLINE_TIGER_CLAW);
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PerformAttack(oTarget, oInitiator, eNone, 0.0, nBonus, 0, 0, "Hamstring Attack Hit", "Hamstring Attack Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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int nDexDam = d8(1);
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effect eSlow = EffectMovementSpeedDecrease(33);
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//Save
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, (17 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator)), SAVING_THROW_TYPE_NONE))
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{
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nDexDam = nDexDam/2;
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eSlow = EffectMovementSpeedDecrease(17);
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}
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ApplyAbilityDamage(oTarget, ABILITY_DEXTERITY, nDexDam, DURATION_TYPE_PERMANENT);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlow, oTarget, TurnsToSeconds(1));
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}
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effect eNone;
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int nDC = 17 + GetAbilityModifier(ABILITY_STRENGTH, oInitiator);
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int nBladeMed = HasBladeMeditationForDiscipline(oInitiator, GetDisciplineByManeuver(PRCGetSpellId()));;
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if (nBladeMed)
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{
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nDC += 1;
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}
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int nBonus = TOBSituationalAttackBonuses(oInitiator, DISCIPLINE_TIGER_CLAW);
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PerformAttack(oTarget, oInitiator, eNone, 0.0, nBonus, 0, 0, "Hamstring Attack Hit", "Hamstring Attack Miss");
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if (GetLocalInt(oTarget, "PRCCombat_StruckByAttack"))
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{
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int nDexDam = d8(1);
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effect eSlow = EffectMovementSpeedDecrease(33);
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//Save
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if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE))
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{
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nDexDam = nDexDam/2;
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eSlow = EffectMovementSpeedDecrease(17);
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}
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ApplyAbilityDamage(oTarget, ABILITY_DEXTERITY, nDexDam, DURATION_TYPE_PERMANENT);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlow, oTarget, TurnsToSeconds(1));
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}
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}
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void main()
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