New WF_IpropToFeat for NWNxEE related functions
New WF_IpropToFeat for NWNxEE related functions. Updated Dragonfire Adept's tlk & bonus feats for epic progression. Removed Bane of Enemies from Soulknife bonus feats.
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@@ -1,63 +1,63 @@
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2DA V2.0
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Load Diff
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Load Diff
@@ -1729,6 +1729,72 @@ int FeatToIprop(int nFeat)
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return - 1;
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}
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// This maps the Weapon Focus IPRP constants to actual Weapon Focus Feat constants
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int WF_IpropToFeat(int nIPFeat)
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{
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switch (nIPFeat)
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{
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case IP_CONST_FEAT_WEAPON_FOCUS_BASTARD_SWORD: return FEAT_WEAPON_FOCUS_BASTARD_SWORD;
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case IP_CONST_FEAT_WEAPON_FOCUS_BATTLE_AXE: return FEAT_WEAPON_FOCUS_BATTLE_AXE;
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case IP_CONST_FEAT_WEAPON_FOCUS_CLUB: return FEAT_WEAPON_FOCUS_CLUB;
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case IP_CONST_FEAT_WEAPON_FOCUS_DAGGER: return FEAT_WEAPON_FOCUS_DAGGER;
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case IP_CONST_FEAT_WEAPON_FOCUS_DART: return FEAT_WEAPON_FOCUS_DART;
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case IP_CONST_FEAT_WEAPON_FOCUS_DIRE_MACE: return FEAT_WEAPON_FOCUS_DIRE_MACE;
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case IP_CONST_FEAT_WEAPON_FOCUS_DOUBLE_AXE: return FEAT_WEAPON_FOCUS_DOUBLE_AXE;
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case IP_CONST_FEAT_WEAPON_FOCUS_DOUBLE_SCIMITAR: return FEAT_WEAPON_FOCUS_DOUBLE_SCIMITAR;
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case IP_CONST_FEAT_WEAPON_FOCUS_DWAXE: return FEAT_WEAPON_FOCUS_DWAXE;
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case IP_CONST_FEAT_WEAPON_FOCUS_EAGLE_CLAW: return FEAT_WEAPON_FOCUS_EAGLE_CLAW;
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case IP_CONST_FEAT_WEAPON_FOCUS_ELVEN_COURTBLADE: return FEAT_WEAPON_FOCUS_ELVEN_COURTBLADE;
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case IP_CONST_FEAT_WEAPON_FOCUS_ELVEN_LIGHTBLADE: return FEAT_WEAPON_FOCUS_ELVEN_LIGHTBLADE;
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case IP_CONST_FEAT_WEAPON_FOCUS_ELVEN_THINBLADE: return FEAT_WEAPON_FOCUS_ELVEN_THINBLADE;
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case IP_CONST_FEAT_WEAPON_FOCUS_FALCHION: return FEAT_WEAPON_FOCUS_FALCHION;
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case IP_CONST_FEAT_WEAPON_FOCUS_GOAD: return FEAT_WEAPON_FOCUS_GOAD;
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case IP_CONST_FEAT_WEAPON_FOCUS_GREAT_AXE: return FEAT_WEAPON_FOCUS_GREAT_AXE;
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case IP_CONST_FEAT_WEAPON_FOCUS_GREAT_SWORD: return FEAT_WEAPON_FOCUS_GREAT_SWORD;
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case IP_CONST_FEAT_WEAPON_FOCUS_HALBERD: return FEAT_WEAPON_FOCUS_HALBERD;
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case IP_CONST_FEAT_WEAPON_FOCUS_HAND_AXE: return FEAT_WEAPON_FOCUS_HAND_AXE;
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case IP_CONST_FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW: return FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW;
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case IP_CONST_FEAT_WEAPON_FOCUS_HEAVY_FLAIL: return FEAT_WEAPON_FOCUS_HEAVY_FLAIL;
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case IP_CONST_FEAT_WEAPON_FOCUS_HEAVY_MACE: return FEAT_WEAPON_FOCUS_HEAVY_MACE;
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case IP_CONST_FEAT_WEAPON_FOCUS_HEAVY_PICK: return FEAT_WEAPON_FOCUS_HEAVY_PICK;
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case IP_CONST_FEAT_WEAPON_FOCUS_KAMA: return FEAT_WEAPON_FOCUS_KAMA;
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case IP_CONST_FEAT_WEAPON_FOCUS_KATANA: return FEAT_WEAPON_FOCUS_KATANA;
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case IP_CONST_FEAT_WEAPON_FOCUS_KATAR: return FEAT_WEAPON_FOCUS_KATAR;
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case IP_CONST_FEAT_WEAPON_FOCUS_KUKRI: return FEAT_WEAPON_FOCUS_KUKRI;
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case IP_CONST_FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW: return FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW;
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case IP_CONST_FEAT_WEAPON_FOCUS_LIGHT_FLAIL: return FEAT_WEAPON_FOCUS_LIGHT_FLAIL;
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case IP_CONST_FEAT_WEAPON_FOCUS_LIGHT_HAMMER: return FEAT_WEAPON_FOCUS_LIGHT_HAMMER;
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case IP_CONST_FEAT_WEAPON_FOCUS_LIGHT_LANCE: return FEAT_WEAPON_FOCUS_LIGHT_LANCE;
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case IP_CONST_FEAT_WEAPON_FOCUS_LIGHT_MACE: return FEAT_WEAPON_FOCUS_LIGHT_MACE;
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case IP_CONST_FEAT_WEAPON_FOCUS_LIGHT_PICK: return FEAT_WEAPON_FOCUS_LIGHT_PICK;
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case IP_CONST_FEAT_WEAPON_FOCUS_LONGBOW: return FEAT_WEAPON_FOCUS_LONGBOW;
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case IP_CONST_FEAT_WEAPON_FOCUS_LONG_SWORD: return FEAT_WEAPON_FOCUS_LONG_SWORD;
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case IP_CONST_FEAT_WEAPON_FOCUS_MAUL: return FEAT_WEAPON_FOCUS_MAUL;
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case IP_CONST_FEAT_WEAPON_FOCUS_MINDBLADE: return FEAT_WEAPON_FOCUS_MINDBLADE;
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case IP_CONST_FEAT_WEAPON_FOCUS_MORNING_STAR: return FEAT_WEAPON_FOCUS_MORNING_STAR;
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case IP_CONST_FEAT_WEAPON_FOCUS_NUNCHAKU: return FEAT_WEAPON_FOCUS_NUNCHAKU;
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case IP_CONST_FEAT_WEAPON_FOCUS_RAPIER: return FEAT_WEAPON_FOCUS_RAPIER;
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case IP_CONST_FEAT_WEAPON_FOCUS_RAY: return FEAT_WEAPON_FOCUS_RAY;
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case IP_CONST_FEAT_WEAPON_FOCUS_SAI: return FEAT_WEAPON_FOCUS_SAI;
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case IP_CONST_FEAT_WEAPON_FOCUS_SAP: return FEAT_WEAPON_FOCUS_SAP;
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case IP_CONST_FEAT_WEAPON_FOCUS_SCIMITAR: return FEAT_WEAPON_FOCUS_SCIMITAR;
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case IP_CONST_FEAT_WEAPON_FOCUS_SCYTHE: return FEAT_WEAPON_FOCUS_SCYTHE;
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case IP_CONST_FEAT_WEAPON_FOCUS_SHORTBOW: return FEAT_WEAPON_FOCUS_SHORTBOW;
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case IP_CONST_FEAT_WEAPON_FOCUS_SHORT_SWORD: return FEAT_WEAPON_FOCUS_SHORT_SWORD;
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case IP_CONST_FEAT_WEAPON_FOCUS_SHURIKEN: return FEAT_WEAPON_FOCUS_SHURIKEN;
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case IP_CONST_FEAT_WEAPON_FOCUS_SICKLE: return FEAT_WEAPON_FOCUS_SICKLE;
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case IP_CONST_FEAT_WEAPON_FOCUS_SLING: return FEAT_WEAPON_FOCUS_SLING;
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case IP_CONST_FEAT_WEAPON_FOCUS_SPEAR: return FEAT_WEAPON_FOCUS_SPEAR;
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case IP_CONST_FEAT_WEAPON_FOCUS_STAFF: return FEAT_WEAPON_FOCUS_STAFF;
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case IP_CONST_FEAT_WEAPON_FOCUS_THROWING_AXE: return FEAT_WEAPON_FOCUS_THROWING_AXE;
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case IP_CONST_FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD: return FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD;
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case IP_CONST_FEAT_WEAPON_FOCUS_UNARMED_STRIKE: return FEAT_WEAPON_FOCUS_UNARMED_STRIKE;
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case IP_CONST_FEAT_WEAPON_FOCUS_WAR_HAMMER: return FEAT_WEAPON_FOCUS_WAR_HAMMER;
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}
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return -1; // Invalid or unmapped
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}
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int FocusToWeapProf(int nFeat)
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{
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switch(nFeat)
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@@ -44745,8 +44745,8 @@ Prerequisite: Dragonfire Adept level 6
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You gain DR 2/+1. This increases to 5/+1 at level 16, 7/+5 at 26, and 10/+5 at level 36.
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Use: Automatic</entry>
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<entry id="55706" lang="en" sex="m">Breath Effects</entry>
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<entry id="55707" lang="en" sex="m">These effects modify your Dragonfire Adept breath weapon, by changing damage types, replacing the damage with other effects, or affecting the manner in which it is applied.</entry>
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<entry id="55706" lang="en" sex="m"><cÿÿÿ>Choose a Breath Effect</c></entry>
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<entry id="55707" lang="en" sex="m">At 2nd, 5th, 10th, 12th, 15th, and 20th levels you can choose a breath effect, which allows you to modify your breath weapon's damage type, area, or even replace the damage with another effect. Some only work with cones, while others only work with lines, and those of the same type cannot stack.</entry>
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<entry id="55708" lang="en" sex="m">Adept Fire Breath</entry>
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<entry id="55709" lang="en" sex="m">Type of Feat: Breath Effect
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Prerequisite: Dragonfire Adept level 1
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