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Further file organization
Further file organization
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42
nwn/nwnprc/trunk/scripts/prc_peerless.nss
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42
nwn/nwnprc/trunk/scripts/prc_peerless.nss
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#include "prc_alterations"
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/// +3 on Craft Weapon /////////
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void Expert_Bowyer(object oPC, object oSkin, int nBowyer)
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{
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if(GetLocalInt(oSkin, "PABowyer") == nBowyer) return;
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SetCompositeBonus(oSkin, "PABowyer", nBowyer, ITEM_PROPERTY_SKILL_BONUS, SKILL_CRAFT_WEAPON);
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}
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// Removes Power Shot feats if they unequip their bow
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void CheckPowerShot(object oPC)
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{
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int bHasSpellActive = FALSE;
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// if the feat is active, remove the spell's effects.
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if(GetHasSpellEffect(SPELL_PA_POWERSHOT, oPC) ||
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GetHasSpellEffect(SPELL_PA_IMP_POWERSHOT, oPC) ||
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GetHasSpellEffect(SPELL_PA_SUP_POWERSHOT, oPC))
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{
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FloatingTextStringOnCreature("*Power Shot Deactivated - No Bow Equipped*", OBJECT_SELF, FALSE);
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PRCRemoveSpellEffects(SPELL_PA_POWERSHOT, OBJECT_SELF, OBJECT_SELF);
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PRCRemoveSpellEffects(SPELL_PA_IMP_POWERSHOT, OBJECT_SELF, OBJECT_SELF);
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PRCRemoveSpellEffects(SPELL_PA_SUP_POWERSHOT, OBJECT_SELF, OBJECT_SELF);
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}
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}
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void main()
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{
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//Declare main variables.
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF);
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int iBow = GetBaseItemType(oWeapon) == BASE_ITEM_LONGBOW || GetBaseItemType(oWeapon) == BASE_ITEM_SHORTBOW;
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int nBowyer = GetHasFeat(FEAT_EXPERT_BOWYER, oPC) ? 3 : 0;
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if (nBowyer>0) Expert_Bowyer(oPC, oSkin, nBowyer);
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if (!iBow) CheckPowerShot(oPC);
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}
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