Everything in this file will be marked as valid for use in PFS.
0) Then
perform assign[Hide.Special]
done
endif]]>
0) Then
perform assign[Hide.Special]
done
endif]]>
0) then
~ Set the number of sneak attack dice into our helper Thing
~ We do this by using the xCount field and the abValue because
~ the class ability abValue is not fully calcuated until Final/10000
~ which is too late.
#value[abS2SneakA] += field[pChosen].chosen.field[abValue].value + field[pChosen].chosen.field[xCount].value
Endif
~ Increase/decrease the number of sneak attack dice by the counter
#value[abS2SneakA] += field[pAdjust].value]]>
NOTE: This has features you can NOT see in the editor.
0) Then
perform assign[Hide.Special]
done
endif]]>
~ If we are NOT active get out now
doneif (field[abilAct2].value = 0)
~ If the combat Flanking is already active get out now
doneif (hero.tagis[Condition.pstFlankin] = 1)
~ Give flanking condition bonus value to hit
hero.child[Attack].field[atmBonus].value += #value2[pstFlankin]
perform hero.assign[Condition.pstFlankin]
0) Then
perform assign[Hide.Special]
done
endif]]>
0 & PolyAdjust.LowLight]]>
0 & PolyAdjust.Darkvision]]>
0 & PolyAdjust.Scent]]>
1)
~ Initalize the Beastform Mutagen tags/fields
Call SCInitBeMu]]>
1)
~ Setup the Beastform Mutagen abilities
Call SCSetBeMu]]>
0 & PolyAdjust.LowLight]]>
0 & PolyAdjust.Darkvision]]>
0 & PolyAdjust.Grab]]>
0 & PolyAdjust.Pounce]]>
0 & PolyAdjust.Trip]]>
0 & PolyAdjust.Scent]]>
1)
~ Initalize the Beastform Mutagen tags/fields
Call SCInitBeMu]]>
1)
~ Setup the Beastform Mutagen abilities
Call SCSetBeMu]]>
1)
~ Initalize the Beastform Mutagen tags/fields
Call SCInitBeMu]]>
1)
~ Setup the Beastform Mutagen abilities
Call SCSetBeMu]]>
0 & wConstrict.?]]>
0 & wRake.?]]>
0 & wTrample.?]]>
0 & PolyAdjust.Poison]]>
0 & PolyAdjust.Blindsense]]>
0 & PolyAdjust.Ferocity]]>
0 & PolyAdjust.Grab]]>
0 & PolyAdjust.Jet]]>
0 & PolyAdjust.Pounce]]>
0 & PolyAdjust.Web]]>
0 & PolyAdjust.Trip]]>
0 & PolyAdjust.Scent]]>
0 & PolyAdjust.LowLight]]>
0 & PolyAdjust.Darkvision]]>
1)
~ Initalize the Beastform Mutagen tags/fields
Call SCInitBeMu]]>
1)
~ Setup the Beastform Mutagen abilities
Call SCSetBeMu]]>
1)
~ Initalize the Beastform Mutagen tags/fields
Call SCInitBeMu]]>
1)
~ Setup the Beastform Mutagen abilities
Call SCSetBeMu]]>
= 2) Then
~ +2 Bonus to magus concentration
hero.childfound[cHelpMag].field[cConcCheck].value += 2
Endif
~ Magus 14th level ability Greater Spell Combat
If (focus.field[xCount].value >= 3) Then
~ Double the penalty bonus
hero.childfound[cHelpMag].field[cConcCheck].value += field[actUser].value * -1
Endif]]>
2)
~ Remove the Off-Hand tag so that Dervish Dance works.
~ Spellcombat with a "Spell" is not an off-hand weapon.
perform hero.delete[Hero.EquipOff]
~ Make us act like we have two-weapon fighting
foreach pick in hero from BaseWep where "Hero.MainHand | Hero.OffHand"
~ Add the Fake Two-Weapon fighting tag to the main hand weapon
~ and the off-hand Touch Attack weapon.
If (eachpick.tagis[Hero.MainHand] <> 0) Then
perform eachpick.assign[Helper.FakeTwoWep]
Endif
If (eachpick.tagexpr[Hero.OffHand & PackHelper.Touch] <> 0) Then
perform eachpick.assign[Helper.FakeTwoWep]
Endif
nexteach]]>
0) Then
perform assign[Hide.Special]
done
endif]]>
= IntBonus)]]>