BACKUP "ExpandedClasses/backup"
AUTHOR semiticgod
VERSION "v1.1"

AUTO_TRA ~ExpandedClasses/tra/%s~
LANGUAGE ~English~ ~English~ ~ExpandedClasses/tra/English/ExpandedClasses.tra~ //

BEGIN "Archer Kit for Fighters" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USAF00~
	~USAF00 1 1 1 1 1 1 1 1~
      ~USAF00 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 5 5 5 5 1 1 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAF00 9 0 0 0 0 0~
	~USAF00 0 0 0 0 0 0~
	~USAF00 15 0 0 0 0 0~
        ~USAF00 15 0 0 0 0 0~
	~USAF00 1 1 1 1 1 1 1 1 1~
	~USAF00 0 1 1 1 1 0~
	~ExpandedClasses/CLABUSAF.2da~
	~K_F_H	K_F_D   K_F_G   K_F_E   K_F_HE   K_F_HL   K_F_HO~
	~0x00008000 2~
	~FI0~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~

	SAY ~archer~
	SAY ~Archer~
	SAY ~ARCHER: The Archer is the epitome of skill with the bowthe ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.

Advantages:
- +1 to hit and damage rolls with any missile weapon every 3 levels.
- May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, darts, and slings.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
 4th level: -1 penalty to target's THAC0.
 8th level: -1 penalty to target's Saving Throws vs. Spell.
 12th level: -1 penalty to the target's Strength score.
 16th level: +2 bonus to damage roll.

Disadvantages:
 May only wear leather, studded leather, and hide armor.
 May only become Proficient (one slot) with melee weapons.
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bowthe ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.~)
	STR_VAR
		kit_name = ~USAF00~
		clswpbon = ~1 0 2~
		numwslot = ~4~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPWAR~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Archer Kit for Paladins" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USAP00~
	~USAP00 1 1 1 1 1 1 1 1~
      ~USAP00 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 5 5 5 5 1 1 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAP00 9 0 0 0 13 17~
	~USAP00 0 0 0 0 0 0~
	~USAP00 0 0 0 0 0 0~
        ~USAP00 0 0 0 0 0 0~
	~USAP00 1 0 0 0 0 0 0 0 0~
	~USAP00 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSAP.2da~
	~K_P_H	K_P_D   K_P_G   K_P_E   K_P_HE   K_P_HL   K_P_HO~
	~0x00008000 6~
	~PA0~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~

	SAY ~archer~
	SAY ~Archer~
	SAY ~ARCHER: The Archer is the epitome of skill with the bowthe ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.

Advantages:
- +1 to hit and damage rolls with any missile weapon every 3 levels.
- May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, darts, and slings.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
 4th level: -1 penalty to target's THAC0.
 8th level: -1 penalty to target's Saving Throws vs. Spell.
 12th level: -1 penalty to the target's Strength score.
 16th level: +2 bonus to damage roll.

Disadvantages:
 May only wear leather, studded leather, and hide armor.
 May only become Proficient (one slot) with melee weapons.
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bowthe ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.~)
	STR_VAR
		kit_name = ~USAP00~
		clswpbon = ~1 0 2~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		hpclass = ~HPWAR~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Archer Kit for Thieves" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USAT00~
	~USAT00 1 1 1 1 1 1 1 1~
      ~USAT00 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 2 0 1 0 0 0 0 1 5 0 5 5 5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAT00 0 9 0 0 0 0~
	~USAT00 0 0 0 0 0 0~
	~USAT00 0 15 0 0 0 0~
        ~USAT00 0 15 0 0 0 0~
	~USAT00 1 1 1 1 1 1 1 1 1~
	~USAT00 1 1 1 0 0 0~
	~ExpandedClasses/CLABUSAT.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x08000000 4~
	~TH0~
	~LEAT14 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN10,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~archer~
	SAY ~Archer~
	SAY ~ARCHER: The Archer is the epitome of skill with the bowthe ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> conventional skills as a rogue.

Advantages:
- +1 to hit and damage rolls with any missile weapon every 3 levels.
- May achieve Grand Mastery (5 slots) in shortbows, crossbows, darts, and slings.
- May achieve Specialization (2 slots) in daggers.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.

CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
 4th level: -1 penalty to target's THAC0.
 8th level: -1 penalty to target's Saving Throws vs. Spell.
 12th level: -1 penalty to the target's Strength score.
 16th level: +2 bonus to damage roll.

Disadvantages:
 May not backstab.
 Only gains 15 skill points per level (30 at level 1).
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bowthe ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor.~)
	STR_VAR
		kit_name = ~USAT00~
		backstab = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		thiefskl = ~30 15~
		traplimt = ~7~
		clascolr = ~24 99 169 2 93~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 100 0~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~
		crippstr = ~0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
END


COPY_EXISTING ~weapprof.2da~ ~override~
  COUNT_2DA_COLS cols
  SET kit_cols = (cols - 1) // because the row with the class/kit names has one fewer column
  FOR (col = 1; col < kit_cols; ++col) BEGIN
    READ_2DA_ENTRY 0 col kit_cols ~weapprof_kit~
    PATCH_IF (~%weapprof_kit%~ STRING_EQUAL_CASE ~feralan~) BEGIN
      SET archer_col = (%col% + 1) // because rows to be patched have one more column than the class/kit row
      SET_2DA_ENTRY 26 archer_col cols 5 // darts are row 26
      SET_2DA_ENTRY 27 archer_col cols 5 // sling is row 27
    END
  END
IF_EXISTS BUT_ONLY

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Stalker Kit for Monks" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USSM01~
	~USSM01 1 1 1 1 1 1 1 1~
      ~USSM01 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSM01 9 9 0 0 9 0~
	~USSM01 0 0 0 0 0 0~
	~USSM01 0 0 0 0 0 0~
        ~USSM01 0 0 0 0 0 0~
	~USSM01 1 1 1 0 0 0 0 0 0~
	~USSM01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSSM.2da~
	~K_MN_H~
	~0x00004000 20~
	~Fi0~
	~* * * BAG23 RING06 RING29 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~stalker~
	SAY ~Stalker~
	SAY ~STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents.

Advantages:
 +20% to Move Silently and Hide In Shadows.
 May use Backstab ability, although for a lower damage multiplier than Thieves:
  Level 1-8: x2
  Level 9-18: x3
  Level 19+: x4

Disadvantages:
 May not use Stunning Blow or Quivering Palm.

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents.~)
	STR_VAR
		kit_name = ~USSM01~
		clswpbon = ~1 3 3~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		thiefscl = ~0 0 100 100 100 0 0 0~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Assassin Kit for Monks" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USAM01~
	~USAM01 1 1 1 1 1 1 1 1~
      ~USAM01 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAM01 9 9 0 0 9 0~
	~USAM01 0 0 0 0 0 0~
	~USAM01 0 0 0 0 0 0~
        ~USAM01 0 0 0 18 0 0~
	~USAM01 0 1 1 1 0 0 0 0 0~
	~USAM01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSAM.2da~
	~K_MN_H~
	~0x00004000 20~
	~USB~
	~* * * BAG23 RING06 RING29 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~assassin~
	SAY ~Assassin~
	SAY ~ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task.

Advantages:
 +1 bonus to hit and damage rolls.
 May use Backstab ability:
  Level 1-4: x2
  Level 5-8: x3
  Level 9-12: x4
  Level 13-16: x5
  Level 17+: x6
 May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter.

Poison Weapon
Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:

1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)

Disadvantages:
 Only gains an extra unarmed half attack per round every 6 levels instead of 3
 May not use Lay on Hands

High Level Abilities:
 Assassination
 Power Attack
 Critical Strike
 Smite
 Hardiness
 Evasion
 Greater Evasion
 Avoid Death
 Resist Magic

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Assassins are killers trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task.~)
	STR_VAR
		kit_name = ~USAM01~
		clswpbon = ~1 6 3~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		thiefscl = ~0 0 100 100 100 0 0 0~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~


BEGIN "Shapeshifter Fighter Kit" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USSF00~
	~USSF00 1 1 1 1 1 1 1 1~
      ~USSF00 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSF00 9 0 0 0 0 0~
	~USSF00 0 0 0 0 0 0~
	~USSF00 15 0 0 0 0 0~
        ~USSF00 15 0 0 0 0 0~
	~USSF00 1 1 1 1 1 1 1 1 1~
	~USSF00 0 1 1 1 1 0~
	~ExpandedClasses/CLABUSSF.2da~
	~K_F_H	K_F_D   K_F_G   K_F_E   K_F_HE   K_F_HL   K_F_HO~
	~0x00000004 2~
	~FI0~
	~* * * BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~

	SAY ~shapeshifter~
	SAY ~Shapeshifter~
	SAY ~SHAPESHIFTER: The Shapeshifter is a <PRO_MANWOMAN> who has willingly allowed <PRO_HISHER>self to become infected with lycanthropy, but due to intense training has learned to control <PRO_HISHER> affliction and gained the ability to transform into a werewolf.

Advantages:
- May shapeshift into a werewolf at will. While in werewolf form, the Shapeshifter gains a set of abilities that scale with level:

Level 1:
15 Strength, 16 Dexterity, 17 Constitution
6 AC, 10% magic resistance, +2 movement rate
+1 to hit and damage, 1d6 damage at 1.5 attacks per round
Regeneration: 1 HP per 60 seconds

Level 3:
17 STR, 18 DEX, 19 CON
4 AC, 20% MR, +4 movement rate, 10% resistance to elemental damage
+2 to hit and damage, 1d8 damage at 1.5 attacks per round (strikes as +1)
Regeneration: 1 HP per 30 seconds

Level 6:
18/50 STR, 20 DEX, 21 CON
2 AC, 30% MR, +6 movement rate, 20% resistance to elemental damage
+3 to hit and damage, 1d10 damage at 2 attacks per round (strikes as +2)
Regeneration: 1 HP per 12 seconds

Level 9:
18/00 STR, 22 DEX, 23 CON
0 AC, 40% MR, +8 movement rate, 30% resistance to elemental damage
+4 to hit and damage, 1d12 damage at 2.5 attacks per round (strikes as +3)
Regeneration: 1 HP per round
Immune to nonmagical weapons

Level 13:
20 STR, 24 DEX, 25 CON
-2 AC, 50% MR, +10 movement rate, 40% resistance to elemental damage
+5 to hit and damage, 1d12 damage at 3 attacks per round (strikes as +4)
Regeneration: 1 HP per second
Immune to +1 weapons and below

Level 17:
20 STR, 24 DEX, 25 CON
-4 AC, 50% MR, +10 movement rate, 50% resistance to elemental damage
+6 to hit and damage, 1d12 damage at 3.5 attacks per round (strikes as +5, silver, cold iron)
Regeneration: 1 HP per second
Immune to +2 weapons and below

Disadvantages:
 May not use any armor, helmets, or shields.
 May not use missile weapons.
 May only become proficient (one slot) with any weapon or weapon style.
 Does not gain an extra half attack per round at levels 7 and 13.
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~SHAPESHIFTER: The Shapeshifter is a <PRO_MANWOMAN> who has willingly allowed <PRO_HISHER>self to become infected with lycanthropy, but due to intense training has learned to control <PRO_HISHER> affliction and gained the ability to transform into a werewolf.~)
	STR_VAR
		kit_name = ~USSF00~
		clswpbon = ~0 0 2~
		numwslot = ~4~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPWAR~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/bam/USSSFB1.bam~ ~override~

COPY ~ExpandedClasses/spl/USSSF00.spl~ ~override~

COPY ~ExpandedClasses/spl/USSSF01.spl~ ~override~
  SAY NAME1 @300
  SAY NAME2 @300
  SAY UNIDENTIFIED_DESC @301
  SAY IDENTIFIED_DESC @301

COPY ~ExpandedClasses/itm/USSSF02.itm~ ~override~
  SAY NAME1 @302
  SAY NAME2 @302
  SAY DESC @303

COPY ~ExpandedClasses/itm/USSSF03.itm~ ~override~
  SAY NAME1 @302
  SAY NAME2 @302
  SAY DESC @304

COPY ~ExpandedClasses/itm/USSSF04.itm~ ~override~
  SAY NAME1 @302
  SAY NAME2 @302
  SAY DESC @305

COPY ~ExpandedClasses/itm/USSSF05.itm~ ~override~
  SAY NAME1 @302
  SAY NAME2 @302
  SAY DESC @306

COPY ~ExpandedClasses/itm/USSSF06.itm~ ~override~
  SAY NAME1 @302
  SAY NAME2 @302
  SAY DESC @307

COPY ~ExpandedClasses/itm/USSSF07.itm~ ~override~
  SAY NAME1 @302
  SAY NAME2 @302
  SAY DESC @308

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Kensai Kit for Thieves" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USKT00~
	~USKT00 1 1 1 1 1 1 1 1~
      ~USKT00 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 0 0 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USKT00 0 9 0 0 0 0~
	~USKT00 0 0 0 0 0 0~
	~USKT00 0 17 0 0 0 0~
        ~USKT00 0 17 0 0 0 0~
	~USKT00 1 1 1 1 1 1 1 1 1~
	~USKT00 1 1 1 0 0 0~
	~ExpandedClasses/CLABUSKT.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00000004 4~
	~USC~
	~* * * BAG28 RING06 RING05 * BOOT02 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~
	SAY ~kensai~
	SAY ~Kensai~
	SAY ~KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a thief who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)

Advantages:
 +2 bonus to Armor Class.
 +1 to hit and damage rolls every 3 levels.
 -1 bonus to Speed Factor every 4 levels.
 May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
 May not wear any armor, gauntlets, or bracers.
 May not use missile weapons.
 May only assign 20 skill points per level (40 at level 1).
 May not take Use Any Item as an HLA.
 May not set traps.
 Backstab multiplier grows more slowly than that of other thieves:
  Level 1-3: x1
  Level 4-7: x2
  Level 8-11: x3
  Level 12+: x4

High Level Abilities:
 Power Attack
 Critical Strike
 Smite
 Assassination
 Evasion
 Greater Evasion
 Scribe Scrolls
 Alchemy
 Avoid Death

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Kensai, which means "sword saint" in the common tongue, is a thief who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor.~)
	STR_VAR
		kit_name = ~USKT00~
		backstab = ~1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		thiefskl = ~30 20~
		clascolr = ~35 67 67 25 80~
		clasiskl = ~0 0 0 0 0 0 0~
		thiefscl = ~100 100 100 100 100 100 0 0~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Kensai Kit for Monks" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USKM01~
	~USKM01 1 1 1 1 1 1 1 1~
      ~USKM01 0 5 0 0 5 0 0 5 0 5 5 0 0 5 5 5 0 5 0 0 0 0 0 0 0 0 0 0 0 0 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USKM01 9 9 0 0 9 0~
	~USKM01 0 0 0 0 0 0~
	~USKM01 0 0 0 0 0 0~
        ~USKM01 0 0 0 0 0 0~
	~USKM01 1 1 1 0 0 0 0 0 0~
	~USKM01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSKM.2da~
	~K_MN_H~
	~0x00000004 20~
	~Fi0~
	~* * * BAG23 RING06 RING29 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~kensai~
	SAY ~Kensai~
	SAY ~KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a monk who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)

Advantages:
 +2 bonus to Armor Class.
 +1 to hit and damage rolls every 5 levels.
 -1 bonus to Speed Factor every 4 levels.
- May achieve Grandmastery (5 proficiency points) in longswords, short swords, daggers, katanas, scimitars, and clubs.
- May place two proficiency points in Single Weapon Style and three proficiency points in Two Weapon Style.
 May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
 May not wear any armor, gauntlets, or bracers.
 May not use missile weapons.
- May not use Stunning Blow or Quivering Palm.
- Does not gain extra attacks per round when fighting unarmed.

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Kensai is a monk who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)~)
	STR_VAR
		kit_name = ~USKM01~
		clswpbon = ~1 0 3~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		thiefscl = ~0 0 100 100 100 0 0 0~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

BEGIN "Kensai Kit for Paladins" //
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USKP01~
	~USKP01 1 1 1 1 1 1 1 1~
      ~USKP01 0 2 0 0 2 0 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 0 0 0 0 0 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USKP01 9 0 0 0 13 17~
	~USKP01 0 0 0 0 0 0~
	~USKP01 0 0 0 0 0 0~
        ~USKP01 0 0 0 0 0 0~
	~USKP01 1 0 0 0 0 0 0 0 0~
	~USKP01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSKP.2da~
	~K_P_H~
	~0x00000004 6~
	~Fi0~
	~* * * BAG23 RING06 RING29 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~kensai~
	SAY ~Kensai~
	SAY ~KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a paladin who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)

Advantages:
 +2 bonus to Armor Class.
 +1 to hit and damage rolls every 3 levels.
 -1 bonus to Speed Factor every 4 levels.
 May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.

KAI: All successful attacks within the next 10 seconds deal maximum damage.

Disadvantages:
 May not wear any armor, gauntlets, or bracers.
 May not use missile weapons.

- Hit Die: d10
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Kensai is a paladin who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.)~)
	STR_VAR
		kit_name = ~USKP01~
		clswpbon = ~1 0 2~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		hpclass = ~HPWAR~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

////////////////////////////////////////
/////////SPELLS/////////////////////////
////////////////////////////////////////


COPY ~ExpandedClasses/spl/USSM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSM03.spl~ ~override~


COPY ~ExpandedClasses/tables/CLABUSKP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSKM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSM.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSSF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAF.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAP.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSAT.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSVA.2da~ ~override~

//COPY ~ExpandedClasses/tables/LUUSA.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSB.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSC.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSD.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSF.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSG.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSH.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSI.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSJ.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSK.2da~ ~override~
//COPY ~ExpandedClasses/tables/LUUSL.2da~ ~override~

//end cross class kits

BEGIN "Sniper Kit for Thieves" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USSN00~
	~USSN00 1 1 1 1 1 1 1 1~
      ~USSN00 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 3 0 3 2 2 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSN00 0 9 0 0 0 0~
	~USSN00 0 0 0 0 0 0~
	~USSN00 0 15 0 0 0 0~
        ~USSN00 0 15 0 0 0 0~
	~USSN00 1 1 1 1 1 1 1 1 1~
	~USSN00 1 1 1 0 0 0~
	~ExpandedClasses/CLABUSSN.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00000000 4~
	~USSN~
	~LEAT14 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN10,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~sniper~
	SAY ~Sniper~
	SAY ~SNIPER: Where other assassins will use a powerful poison or a dagger in the back to kill their targets, a Sniper will strike from afar, keeping a safe distance to avoid detection. A Sniper is ill-suited for close combat, but by picking out the perfect spot to strike, a clever Sniper can slay their target without putting themselves in harm's way.

Advantages:
- Deals +50% bonus damage when attacking with ranged weapons if the Sniper has been invisible for at least 1 second before attacking. Increases by an additional +50% at levels 4, 7, 10, 13, and 16 to a maximum of +300% (i.e., four times the base damage).
- Gets +1 to hit and damage rolls with ranged weapons. Gets an additional +1 every 5 levels, to a maximum of +5 at level 20.
- Ranged attacks get a +1 to critical hit rolls at levels 3, 9, and 18.
- May cast Dimension Door once per day at level 8. Gains an additional casting at level 16.
- At level 19, invisibility also grants the Sniper +2 to critical hit rolls.
- At level 22, the Sniper's critical hits cast Dispel Magic on the target on a failed save vs. spell.
- May achieve Mastery (3 slots) in shortbows and crossbows.
- May achieve Specialization (2 slots) in slings and darts.

Disadvantages:
- Cannot backstab.
- Cannot set traps.
- Only gains 15 skill points per level (30 at level 1).
- Only gains 1d4 Hit Points per level.

High-Level Abilities:
- Blink
- Pierce Armor
- Power Attack
- Use Any Item
- From the Shadows
- Through the Heart
- Anti-Magic Strike
- Astral Shot
- Pinpoint Accuracy
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~SNIPER: Where other assassins will use a powerful poison or a dagger in the back to kill their targets, a Sniper will strike from afar, keeping a safe distance to avoid detection. A Sniper is ill-suited for close combat, but by picking out the perfect spot to strike, a clever Sniper can put an arrow through the neck of their victims and slip away completely unnoticed.~)
	STR_VAR
		kit_name = ~USSN00~
		backstab = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~
		clswpbon = ~0 0 3~
		numwslot = ~4~
		thiefskl = ~30 15~
		traplimt = ~7~
		clascolr = ~24 99 169 2 93~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 0 0~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~
		crippstr = ~0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
END

ADD_KIT ~USSN01~
	~USSN01 1 1 1 1 1 1 1 1~
      ~USSN01 0 1 0 0 1 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 3 3 3 2 2 1 1 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSN01 13 13 14 0 14 0~
	~USSN01 0 0 0 0 0 0~
	~USSN01 17 17 0 0 17 0~
        ~USSN01 17 17 0 0 17 0~
	~USSN01 1 1 1 1 1 1 1 1 1~
	~USSN01 0 1 1 1 1 0~
	~ExpandedClasses/CLABUSSN.2da~
	~K_R_H	K_R_D   K_R_G   K_R_E   K_R_HE   K_R_HL   K_R_HO~
	~0x00008000 12~
	~USRN~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~

	SAY ~sniper~
	SAY ~Sniper~
	SAY ~SNIPER: Quiet, careful, and deadly, the Sniper excels at striking from the shadows at range. By scouting out the perfect spot and angle to strike, a Sniper can slay their targets in a single blow without ever being seen.

CLASS FEATURES:

Advantages:
- Deals +50% bonus damage when attacking with ranged weapons if the Sniper has been invisible for at least 1 second before attacking. Increases by an additional +25% at levels 3, 6, 9, 12, 15, and 18, to a maximum of +200% (i.e., three times the base damage).
- Gets +1 to hit and damage rolls with ranged weapons. Gets an additional +1 every 5 levels, to a maximum of +5 at level 20.
- Ranged attacks get a +1 to critical hit rolls at levels 3, 7, and 11.
- May cast Dimension Door once per day at level 8. Gains an additional casting at level 14.
- At level 16, the Sniper's critical hits cast Dispel Magic on the target on a failed save vs. spell.
- May achieve Mastery (3 slots) in shortbows and crossbows.
- May achieve Specialization (2 slots) in slings and darts.

Disadvantages:
- May only wear leather, studded leather, and hide armor.
- May only become Proficient (one slot) with melee weapons.
- Only gains 1d8 Hit Points per level.

High-Level Abilities:
- Blink
- Pierce Armor
- Power Attack
- Hardiness
- From the Shadows
- Through the Heart
- Anti-Magic Strike
- Astral Shot
- Pinpoint Accuracy
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~SNIPER: Quiet, careful, and deadly, the Sniper excels at striking from the shadows at range. By scouting out the perfect spot and angle to strike, a Sniper can slay their targets in a single blow without ever being seen.~)
	STR_VAR
		kit_name = ~USSN01~
		clswpbon = ~1 0 2~
		numwslot = ~4~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END


COPY ~ExpandedClasses/tables/CLABUSSN.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSSN.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSRN.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSRN.2da~ ~override~

COPY ~ExpandedClasses/spl/USSNR1.spl~ ~override~
COPY ~ExpandedClasses/spl/USSNR4.spl~ ~override~
COPY ~ExpandedClasses/spl/USSNR4A.spl~ ~override~
COPY ~ExpandedClasses/spl/USSNR5.spl~ ~override~

COPY ~ExpandedClasses/spl/USSN01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN04.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN04A.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN05.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN06.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN07.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN08.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN10.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN12.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN13.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN13A.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN15.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN20.spl~ ~override~
  SAY NAME1 @312
  SAY NAME2 @312
  SAY UNIDENTIFIED_DESC @313
  SAY IDENTIFIED_DESC @313
COPY ~ExpandedClasses/spl/USSN20A.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN21.spl~ ~override~
  SAY NAME1 @310
  SAY NAME2 @310
  SAY UNIDENTIFIED_DESC @311
  SAY IDENTIFIED_DESC @311
COPY ~ExpandedClasses/spl/USSN23.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN24.spl~ ~override~
  SAY NAME1 @314
  SAY NAME2 @314
  SAY UNIDENTIFIED_DESC @315
  SAY IDENTIFIED_DESC @315
COPY ~ExpandedClasses/spl/USSN25.spl~ ~override~
  SAY NAME1 @316
  SAY NAME2 @316
  SAY UNIDENTIFIED_DESC @317
  SAY IDENTIFIED_DESC @317
COPY ~ExpandedClasses/spl/USSN25B.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN26.spl~ ~override~
  SAY NAME1 @318
  SAY NAME2 @318
  SAY UNIDENTIFIED_DESC @319
  SAY IDENTIFIED_DESC @319
COPY ~ExpandedClasses/spl/USSN27.spl~ ~override~
  SAY NAME1 @320
  SAY NAME2 @320
  SAY UNIDENTIFIED_DESC @321
  SAY IDENTIFIED_DESC @321
COPY ~ExpandedClasses/spl/USSN27B.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN28.spl~ ~override~
  SAY NAME1 @322
  SAY NAME2 @322
  SAY UNIDENTIFIED_DESC @323
  SAY IDENTIFIED_DESC @323
COPY ~ExpandedClasses/spl/USSN28C.spl~ ~override~
COPY ~ExpandedClasses/spl/USSN29.spl~ ~override~
  SAY NAME1 @324
  SAY NAME2 @324
  SAY UNIDENTIFIED_DESC @325
  SAY IDENTIFIED_DESC @325

COPY ~ExpandedClasses/eff/USSN02.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN04B.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN03.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN11.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN22.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN25A.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN27A.eff~ ~override~
COPY ~ExpandedClasses/eff/USSN28B.eff~ ~override~


COPY ~ExpandedClasses/eff/USSNR2.eff~ ~override~
COPY ~ExpandedClasses/eff/USSNR3.eff~ ~override~
COPY ~ExpandedClasses/eff/USSNR4B.eff~ ~override~


// end sniper

BEGIN "Vampyre Kit for Thieves" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USVA00~
	~USVA00 1 1 1 1 1 1 1 1~
      ~USVA00 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USVA00 0 9 0 0 0 0~
	~USVA00 0 0 0 0 0 0~
	~USVA00 0 15 0 0 0 0~
        ~USVA00 0 15 0 0 0 0~
	~USVA00 1 1 1 1 1 1 1 1 1~
	~USVA00 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSVA.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00000000 4~
	~TH0~
	~LEAT14 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN10,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~vampyre~
	SAY ~Vampyre~
	SAY ~VAMPYRE: Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves--only their prey are humanoid races. Vampyres exist on the blood of their victims. Unlike true vampires, vampyres are not undead: while the Vampyre may drain the life force of its victims, it is not vulnerable to sunlight and has neither the resistances nor the vulnerabilities of the undead.

Advantages:
- Gets +1 to attack rolls with melee weapons every 3 levels.
- Gains an extra half attack per round at levels 7 and 13.
- +25% bonus to Hide in Shadows and Move Silently.
- Immune to level drain.
- Vampiric Drain: Whenever the Vampyre strikes its victim with a melee attack, it drains 1d4 hit points from the target and transfers them to the Vampyre on a failed save vs. death. For every 5 levels of the Vampyre, the damage dice increases: 1d6 at level 5, 1d8 at level 10, 1d10 at level 15, and 1d12 at level 20.
- At level 6, Vampiric Drain forces the victim to make a save vs. death or lose 1 level for 5 rounds.
- At level 12, Vampiric Drain penalizes the victim's save vs. death by 1 point (cumulative) for 5 rounds.
- At level 18, Vampiric Drain decreases the victim's Constitution score by 1 point for 5 rounds on a failed save vs. death.
- Whenever the Vampyre successfully backstabs an enemy or lands a critical hit, the victim suffers twice the effects of Vampiric Drain.

Disadvantages:
 Backstab multiplier does not progress beyond 2x.
 Only gains 15 skill points per level (30 at level 1).
 May not dual-class.
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~VAMPYRE: Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves--only their prey are humanoid races. Vampyres exist on the blood of their victims. Unlike true vampires, vampyres are not undead: while the Vampyre may drain the life force of its victims, it is not vulnerable to sunlight and has neither the resistances nor the vulnerabilities of the undead.~)
	STR_VAR
		kit_name = ~USVA00~
		backstab = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		thiefskl = ~30 15~
		traplimt = ~7~
		clascolr = ~24 99 169 2 93~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 100 0~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		crippstr = ~0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
END

COPY ~ExpandedClasses/spl/USVA00.spl~ ~override~
COPY ~ExpandedClasses/spl/USVA01.spl~ ~override~
COPY ~ExpandedClasses/spl/USVA02.spl~ ~override~
COPY ~ExpandedClasses/spl/USVA60.spl~ ~override~
COPY ~ExpandedClasses/eff/USVA00.eff~ ~override~

/*

// Uncertain how to implement a vampire kit for Hexxat fully

ADD_KIT ~USVA01~
	~USVA01 1 1 1 1 1 1 1 1~
      ~USVA01 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USVA01 0 9 0 0 0 0~
	~USVA01 0 0 0 0 0 0~
	~USVA01 0 15 0 0 0 0~
        ~USVA01 0 15 0 0 0 0~
	~USVA01 1 1 1 1 1 1 1 1 1~
	~USVA01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSVA.2da~
	~~
	~0x00000000 4~
	~TH0~
	~LEAT14 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN10,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~vampire~
	SAY ~Vampire~
	SAY ~VAMPIRE: Feared both for their ability to drain their victims' life force as well as their limited immortality, vampires prey upon the same humanoid races they once belonged to. Vampires are extremely vulnerable to sunlight, but can only be permanently slain with a stake to the heart--a vampire which loses its corporeal form may turn to mist and reform itself later to exact vengeance on whatever dared to attack them. Vampires are immune to mind-affecting spells as well as poison and disease, and their melee attacks drain the life force of their victims.

Advantages:
- Gains an extra half attack per round at levels 7 and 13.
- +15% bonus to Hide in Shadows and Move Silently.
- Immune to level drain.
- Vampiric Drain: Whenever the vampire strikes its victim with a melee attack, it drains 1d4 hit points from the target and transfers them to the vampire on a failed save vs. death. For every 5 levels of the vampire, the damage dice increases: 1d6 at level 5, 1d8 at level 10, 1d10 at level 15, and 1d12 at level 20.
- At level 6, Vampiric Drain forces the victim to make a save vs. death or lose 1 level for 5 rounds.
- At level 12, Vampiric Drain penalizes the victim's save vs. death by 1 point (cumulative) for 5 rounds.
- At level 18, Vampiric Drain decreases the victim's Constitution score by 1 point for 5 rounds on a failed save vs. death.
- Whenever the Vampyre successfully backstabs an enemy or lands a critical hit, the victim suffers twice the effects of Vampiric Drain.

Disadvantages:
 Backstab multiplier does not progress beyond 2x.
 Only gains 10 skill points per level (20 at level 1).
 May not dual-class.
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~VAMPIRE: Also known as vrylokas, vampyres are alpha predators, hunters who fill the same ecological niche as tigers or wolves--only their prey are humanoid races. Vampyres exist on the blood of their victims. Unlike true vampires, vampyres are not undead: while the Vampyre may drain the life force of its victims, it is not vulnerable to sunlight and has neither the resistances nor the vulnerabilities of the undead.~)
	STR_VAR
		kit_name = ~USVA01~
		backstab = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		thiefskl = ~20 10~
		traplimt = ~7~
		clascolr = ~24 99 169 2 93~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 100 0~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		crippstr = ~0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
END

COPY_EXISTING ~OHHEX8.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change
COPY_EXISTING ~OHHEX9.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change
COPY_EXISTING ~OHHEX10.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change
COPY_EXISTING ~OHHEX11.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change
COPY_EXISTING ~OHHEX13.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change
COPY_EXISTING ~OHHEX15.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change
COPY_EXISTING ~OHHEX25.cre~ ~override~
WRITE_SHORT 0x244 0 // doesn't change  
WRITE_BYTE  0x246 ~%USVA01%~ // vampire kit, surrounded by %  
WRITE_BYTE  0x247 0x40 // doesn't change

*/

//end vampyre





BEGIN "Sword Dancer Kit for Fighters and Paladins" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USAPR00~
	~USAPR00 1 1 1 1 1 1 1 1~
      ~USAPR00 0 1 0 0 1 0 0 1 1 2 3 1 1 3 3 3 1 2 2 1 1 1 3 0 0 1 2 0 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAPR00 0 0 0 0 0 0~
	~USAPR00 0 0 0 0 0 0~
	~USAPR00 0 0 0 0 0 0~
        ~USAPR00 0 0 0 0 0 0~
	~USAPR00 1 1 1 1 1 1 1 1 1~
	~USAPR00 0 1 1 1 1 0~
	~ExpandedClasses/CLABUSAP.2da~
	~K_F_H	K_F_D   K_F_G   K_F_E   K_F_HE   K_F_HL   K_F_HO~
	~0x00008000 2~
	~FI0~
	~LEAT12 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~sword dancer~
	SAY ~Sword Dancer~
	SAY ~Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.

CLASS FEATURES:

Advantages:

- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties

Disadvantages:

- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Specialization (two points) in longswords, clubs, spears, and darts
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, and shortbows
- May not place any proficiency points in crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.~)
	STR_VAR
		kit_name = ~USAPR00~
		clswpbon = ~1 0 2~
		numwslot = ~4~
		clascolr = ~35 67 67 25 80~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END


/*
ADD_KIT ~USAPR03~
	~USAPR03 1 1 1 1 1 1 1 1~
      ~USAPR03 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAPR03 9 9 0 0 9 0~
	~USAPR03 0 0 0 0 0 0~
	~USAPR03 0 0 0 0 0 0~
        ~USAPR03 0 0 0 0 0 0~
	~USAPR03 1 1 1 0 0 0 0 0 0~
	~USAPR03 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSA3.2da~
	~K_MN_H~
	~0x00004000 20~
	~USF~
	~* * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~flare dancer~
	SAY ~Flare Dancer~
	SAY ~Part magician and part artist, a Flare Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Flare Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Flare Dancers rely on the speed of their fists to disrupt and disable their opponents.

CLASS FEATURES:

Advantages:

- Makes two additional attack rolls with each attack.
- Whenever the Flare Dancer strikes a target with their bare fists, the victim must make a save vs. spell or be stunned for 1 second, as well as a -1 penalty to casting speed for 2 seconds and a -1 penalty to speed factor for a full round.
- Deals an extra 1 fire damage with every unarmed strike.
- May cast Flame Blade once per day every 4 levels.
- May cast Agannazar's Scorcher once per day every 5 levels.
- May cast Melf's Minute Meteors once per day every 8 levels.
- 5% fire resistance per level.

Disadvantages:

- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- May not use Stunning Blow or Quivering Palm.
- Only gains 2% magic resistance per level after level 14 instead of 3%.

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Part magician and part artist, a Flare Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Flare Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Flare Dancers rely on the speed of their fists to disrupt and disable their opponents.~)
	STR_VAR
		kit_name = ~USAPR03~
		clswpbon = ~1 3 2~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END


ADD_KIT ~USAPR04~
	~USAPR04 1 1 1 1 1 1 1 1~
      ~USAPR04 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAPR04 9 9 0 0 9 0~
	~USAPR04 0 0 0 0 0 0~
	~USAPR04 0 0 0 0 0 0~
        ~USAPR04 0 0 0 0 0 0~
	~USAPR04 1 1 1 0 0 0 0 0 0~
	~USAPR04 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSA4.2da~
	~K_MN_H~
	~0x00004000 20~
	~USS~
	~* * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~sky dancer~
	SAY ~Sky Dancer~
	SAY ~Part magician and part artist, a Sky Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Sky Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sky Dancers rely on the speed of their fists to disrupt and disable their opponents.

CLASS FEATURES:

Advantages:

- Makes two additional attack rolls with each attack.
- Whenever the Sky Dancer strikes a target with their bare fists, the victim must make a save vs. spell or be stunned for 1 second, as well as a -1 penalty to casting speed for 2 seconds and a -1 penalty to speed factor for a full round.
- May cast Windwalk once per day at level 1, with another casting every 5 levels after.
- May cast Lightning Bolt once per day at level 5, with another casting every 4 levels after.
- May cast Chain Lightning once per day for every 7 levels of the caster.
- 5% electricity resistance per level.

WINDWALK: The Sky Dancer calls upon the force of the wind to transport them to another location, instantly teleporting them to any spot within range.

Disadvantages:

- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- May not use Stunning Blow or Quivering Palm.
- Only gains 2% magic resistance per level after level 14 instead of 3%.

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Part magician and part artist, a Sky Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Sky Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sky Dancers rely on the speed of their fists to disrupt and disable their opponents.~)
	STR_VAR
		kit_name = ~USAPR04~
		clswpbon = ~1 3 2~
		numwslot = ~3~
		clascolr = ~25 28 57 2 24~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END
*/


ADD_KIT ~USAPR0P~
	~USAPR0P 1 1 1 1 1 1 1 1~
      ~USAPR0P 0 1 0 0 1 0 0 1 0 1 2 1 0 2 2 2 1 1 1 0 0 1 2 0 0 1 1 0 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAPR0P 9 0 0 0 13 17~
	~USAPR0P 0 0 0 0 0 0~
	~USAPR0P 0 0 0 0 0 0~
        ~USAPR0P 0 0 0 0 0 0~
	~USAPR0P 1 0 0 0 0 0 0 0 0~
	~USAPR0P 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSA5.2da~
	~K_P_H	K_P_D   K_P_G   K_P_E   K_P_HE   K_P_HL   K_P_HO~
	~0x00008000 6~
	~PA0~
	~LEAT12 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~sword dancer~
	SAY ~Sword Dancer~
	SAY ~Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.

CLASS FEATURES:

Advantages:

- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties

Disadvantages:

- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Specialization (two points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Proficiency (one point) in clubs, darts, spears, longswords, axes, war hammers, maces, and shortbows
- May not place any proficiency points in two-handed swords, bastard swords, halberds, flails, crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.~)
	STR_VAR
		kit_name = ~USAPR0P~
		clswpbon = ~1 0 2~
		numwslot = ~2~
		clascolr = ~35 67 67 25 80~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/ini/6512.ini~ ~override~
COPY ~ExpandedClasses/ini/6513.ini~ ~override~
COPY ~ExpandedClasses/ini/6514.ini~ ~override~
COPY ~ExpandedClasses/ini/6515.ini~ ~override~
COPY ~ExpandedClasses/ini/6516.ini~ ~override~
COPY ~ExpandedClasses/ini/6517.ini~ ~override~
COPY ~ExpandedClasses/ini/6518.ini~ ~override~
COPY ~ExpandedClasses/ini/6519.ini~ ~override~
COPY ~ExpandedClasses/ini/6520.ini~ ~override~
COPY ~ExpandedClasses/ini/6521.ini~ ~override~
COPY ~ExpandedClasses/ini/6522.ini~ ~override~
COPY ~ExpandedClasses/ini/6523.ini~ ~override~
COPY ~ExpandedClasses/ini/6524.ini~ ~override~
COPY ~ExpandedClasses/ini/6525.ini~ ~override~

COPY ~ExpandedClasses/spl/USAPR01.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRM1.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRM1A.spl~ ~override~
  SAY NAME1 @234
  SAY NAME2 @234
  SAY UNIDENTIFIED_DESC @235
  SAY IDENTIFIED_DESC @235
COPY ~ExpandedClasses/spl/USAPRM2.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRM3.spl~ ~override~
COPY ~ExpandedClasses/eff/USAPRM3A.eff~ ~override~
COPY ~ExpandedClasses/spl/USAPRM4.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRM4C.spl~ ~override~
  SAY NAME1 @412
  SAY NAME2 @412
  SAY UNIDENTIFIED_DESC @413
  SAY IDENTIFIED_DESC @413
COPY ~ExpandedClasses/eff/USAPRMO1.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPRMO2.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPRMO3.eff~ ~override~
COPY ~ExpandedClasses/spl/USAPRMO4.spl~ ~override~
  SAY NAME1 @662
  SAY NAME2 @662
  SAY UNIDENTIFIED_DESC @663
  SAY IDENTIFIED_DESC @663
COPY ~ExpandedClasses/spl/USAPRMO5.spl~ ~override~
  SAY NAME1 @652
  SAY NAME2 @652
  SAY UNIDENTIFIED_DESC @653
  SAY IDENTIFIED_DESC @653

COPY ~ExpandedClasses/itm/USAPRMO5.itm~ ~override~
  SAY NAME1 @654
  SAY NAME2 @654
  SAY DESC @655
COPY ~ExpandedClasses/itm/USAPRMO6.itm~ ~override~
  SAY NAME1 @656
  SAY NAME2 @656
  SAY DESC @657
COPY ~ExpandedClasses/itm/USAPRMO7.itm~ ~override~
  SAY NAME1 @658
  SAY NAME2 @658
  SAY DESC @659
COPY ~ExpandedClasses/itm/USAPRMO8.itm~ ~override~
  SAY NAME1 @660
  SAY NAME2 @660
  SAY DESC @661
COPY ~ExpandedClasses/bam/USAPRMO5.bam~ ~override~
COPY ~ExpandedClasses/spl/USAPRMO6.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRMO7.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRMO8.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRMO9.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRMOA.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRMOB.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRMOC.spl~ ~override~
  SAY NAME1 @666
  SAY NAME2 @666
  SAY UNIDENTIFIED_DESC @667
  SAY IDENTIFIED_DESC @667
COPY ~ExpandedClasses/spl/USAPRMOD.spl~ ~override~
  SAY NAME1 @668
  SAY NAME2 @668
  SAY UNIDENTIFIED_DESC @669
  SAY IDENTIFIED_DESC @669
COPY ~ExpandedClasses/spl/USAPRMOE.spl~ ~override~
  SAY NAME1 @670
  SAY NAME2 @670
  SAY UNIDENTIFIED_DESC @671
  SAY IDENTIFIED_DESC @671
COPY ~ExpandedClasses/spl/USAPRMOF.spl~ ~override~
  SAY NAME1 @672
  SAY NAME2 @672
  SAY UNIDENTIFIED_DESC @673
  SAY IDENTIFIED_DESC @673
COPY ~ExpandedClasses/spl/USAPRMOG.spl~ ~override~
  SAY NAME1 @674
  SAY NAME2 @674
  SAY UNIDENTIFIED_DESC @675
  SAY IDENTIFIED_DESC @675
COPY ~ExpandedClasses/spl/USAPRMOH.spl~ ~override~
  SAY NAME1 @676
  SAY NAME2 @676
  SAY UNIDENTIFIED_DESC @677
  SAY IDENTIFIED_DESC @677
COPY ~ExpandedClasses/spl/USAPRMOI.spl~ ~override~
  SAY NAME1 @678
  SAY NAME2 @678
  SAY UNIDENTIFIED_DESC @679
  SAY IDENTIFIED_DESC @679
COPY ~ExpandedClasses/spl/USAPRMOJ.spl~ ~override~



COPY ~ExpandedClasses/eff/USAPRMO4.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPRMO5.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPRMO6.eff~ ~override~


COPY ~ExpandedClasses/spl/USAPRS00.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRS01.spl~ ~override~
COPY ~ExpandedClasses/eff/USAPRS01.eff~ ~override~
COPY ~ExpandedClasses/spl/USAPRS02.spl~ ~override~
COPY ~ExpandedClasses/eff/USAPRS02.eff~ ~override~
COPY ~ExpandedClasses/spl/USAPRS03.spl~ ~override~
COPY ~ExpandedClasses/eff/USAPRS03.eff~ ~override~
COPY ~ExpandedClasses/spl/USAPRSF.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRSM.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPRS04.spl~ ~override~
COPY ~ExpandedClasses/eff/USAPRS04.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFMO.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPMMO.eff~ ~override~
COPY ~ExpandedClasses/spl/USAPRS05.spl~ ~override~

COPY ~ExpandedClasses/eff/USAPRSM.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPRSF.eff~ ~override~

COPY ~ExpandedClasses/eff/USAPFFDW.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFFEL.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFFGN.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFFHA.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFFHO.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFFHU.eff~ ~override~

COPY ~ExpandedClasses/eff/USAPFMDW.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFMEL.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFMGN.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFMHA.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFMHO.eff~ ~override~
COPY ~ExpandedClasses/eff/USAPFMHU.eff~ ~override~

// Using 3 APR versions of USDBASE bmp files

COPY ~ExpandedClasses/bmp/USDBASE1.bmp~ ~override~
COPY ~ExpandedClasses/bmp/USDBASE2.bmp~ ~override~
COPY ~ExpandedClasses/bmp/USDBASE3.bmp~ ~override~
COPY ~ExpandedClasses/bmp/USDBASE4.bmp~ ~override~
COPY ~ExpandedClasses/bmp/USDBASE5.bmp~ ~override~

COPY ~ExpandedClasses/spl/USAPR01.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPR02.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR10.spl~ ~override~
  SAY NAME1 @402
  SAY NAME2 @402
  SAY UNIDENTIFIED_DESC @403
  SAY IDENTIFIED_DESC @403

COPY ~ExpandedClasses/spl/USAPR11.spl~ ~override~
  SAY NAME1 @408
  SAY NAME2 @408
  SAY UNIDENTIFIED_DESC @409
  SAY IDENTIFIED_DESC @409
COPY ~ExpandedClasses/spl/USAPR11D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR12.spl~ ~override~
  SAY NAME1 @406
  SAY NAME2 @406
  SAY UNIDENTIFIED_DESC @407
  SAY IDENTIFIED_DESC @407
COPY ~ExpandedClasses/spl/USAPR12D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR13.spl~ ~override~
  SAY NAME1 @410
  SAY NAME2 @410
  SAY UNIDENTIFIED_DESC @411
  SAY IDENTIFIED_DESC @411
COPY ~ExpandedClasses/spl/USAPR13D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR14.spl~ ~override~
  SAY NAME1 @404
  SAY NAME2 @404
  SAY UNIDENTIFIED_DESC @405
  SAY IDENTIFIED_DESC @405
COPY ~ExpandedClasses/spl/USAPR14D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR15.spl~ ~override~
  SAY NAME1 @400
  SAY NAME2 @400
  SAY UNIDENTIFIED_DESC @401
  SAY IDENTIFIED_DESC @401
COPY ~ExpandedClasses/spl/USAPR15D.spl~ ~override~


COPY ~ExpandedClasses/tables/LUUS7.2da~ ~override~

////////////////////////////////////////
/////////SPELLS/////////////////////////
////////////////////////////////////////


COPY ~ExpandedClasses/spl/USAPR01.spl~ ~override~
COPY ~ExpandedClasses/spl/USAPR02.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR10.spl~ ~override~
  SAY NAME1 @402
  SAY NAME2 @402
  SAY UNIDENTIFIED_DESC @403
  SAY IDENTIFIED_DESC @403

COPY ~ExpandedClasses/spl/USAPR11.spl~ ~override~
  SAY NAME1 @408
  SAY NAME2 @408
  SAY UNIDENTIFIED_DESC @409
  SAY IDENTIFIED_DESC @409
COPY ~ExpandedClasses/spl/USAPR11D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR12.spl~ ~override~
  SAY NAME1 @406
  SAY NAME2 @406
  SAY UNIDENTIFIED_DESC @407
  SAY IDENTIFIED_DESC @407
COPY ~ExpandedClasses/spl/USAPR12D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR13.spl~ ~override~
  SAY NAME1 @410
  SAY NAME2 @410
  SAY UNIDENTIFIED_DESC @411
  SAY IDENTIFIED_DESC @411
COPY ~ExpandedClasses/spl/USAPR13D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR14.spl~ ~override~
  SAY NAME1 @404
  SAY NAME2 @404
  SAY UNIDENTIFIED_DESC @405
  SAY IDENTIFIED_DESC @405
COPY ~ExpandedClasses/spl/USAPR14D.spl~ ~override~

COPY ~ExpandedClasses/spl/USAPR15.spl~ ~override~
  SAY NAME1 @400
  SAY NAME2 @400
  SAY UNIDENTIFIED_DESC @401
  SAY IDENTIFIED_DESC @401
COPY ~ExpandedClasses/spl/USAPR15D.spl~ ~override~

COPY ~ExpandedClasses/tables/LUUS7.2da~ ~override~

//end sword dancer

BEGIN "Seducer Kit for Thieves" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USSD77~
	~USSD77 1 1 1 1 1 1 1 1~
      ~USSD77 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSD77 0 0 0 11 12 13~
	~USSD77 0 0 0 0 0 1~
	~USSD77 0 0 0 13 15 17~
        ~USSD77 0 0 0 0 0 0~
	~USSD77 1 1 1 1 1 1 1 1 1~
	~USSD77 1 1 1 0 0 0~
	~ExpandedClasses/CLABUSSD.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00000000 4~
	~SD7~
	~* * * BAG28 * * * BOOT01 * BELT06 POTN04,2 RING06 DAGG12 POTN14,2 POTN52,5 SW1H28 AMUL19 RING05 BOOT02 BRAC16~

	SAY ~seducer~
	SAY ~Seducer~
	SAY ~
A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.

Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.

CLASS FEATURES:

- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after

- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor
- Does not gain Use Any Item or most thief HLAs


DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.

CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.


SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.


RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)


DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.


BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.

High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls

DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

 Hit Die: d4
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Seducer is a psionicist who specializes in deception, manipulation, and social control. Whether to advance their own goals, to address injustices, or simply for their own curiosity, they navigate complex political systems and ingratiate themselves with the rich and powerful.~)
		fallen = 0
		fallen_notice = RESOLVE_STR_REF (~Fallen~)
	STR_VAR
		kit_name = ~USSD77~
		backstab = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		thiefskl = ~30 15~
		traplimt = 0
		clascolr = ~27 117 47 22 104~
		clasiskl = ~10 10 0 10 10 0 0~
		thiefscl = ~100 100 0 100 100 100 0 0~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
		crippstr = ~2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
END


COPY ~ExpandedClasses/spl/(SD)10.spl~ ~override~
  SAY NAME1 ~Domination~
  SAY NAME2 ~Domination~
  SAY UNIDENTIFIED_DESC ~
The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
~
  SAY IDENTIFIED_DESC ~
The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw. 

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
~

COPY	"ExpandedClasses/spl/(SD)10A.spl" override
	SAY 0xC #-1


COPY ~ExpandedClasses/spl/USSD15.spl~ ~override~
  SAY NAME1 ~Seduction~
  SAY NAME2 ~Seduction~
  SAY UNIDENTIFIED_DESC ~
With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining his or her party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.
~
  SAY IDENTIFIED_DESC ~
With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining his or her party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.
~

COPY	"ExpandedClasses/spl/(SD)15A.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)15B.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)15C.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)15E.spl" override
	SAY 0xC #-1


COPY ~ExpandedClasses/spl/USSD16.spl~ ~override~
  SAY NAME1 ~Recruit Follower~
  SAY NAME2 ~Recruit Follower~
  SAY UNIDENTIFIED_DESC ~
A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)
~
  SAY IDENTIFIED_DESC ~
A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)
~

COPY	"ExpandedClasses/spl/(SD)16A.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)16B.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)16C.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)16E.spl" override
	SAY 0xC #-1

COPY	"ExpandedClasses/spl/(SD)15W.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)15WB.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)16W.spl" override
	SAY 0xC #-1

COPY	"ExpandedClasses/spl/(SD)15X.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)16X.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/USSD15X.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/USSD16X.spl" override
	SAY 0xC #-1


// This assigns the floating string reference to Seduction
COPY ~ExpandedClasses/spl/USSD15X.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Display String
    parameter1 = RESOLVE_STR_REF(@415)  // resolves tra reference into strref
  END

// This assigns the floating string reference to Recruit Follower
COPY ~ExpandedClasses/spl/USSD16X.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Display String
    parameter1 = RESOLVE_STR_REF(@416)  // resolves tra reference into strref
  END

COPY ~ExpandedClasses/spl/(SD)20.spl~ ~override~
  SAY NAME1 ~Charm~
  SAY NAME2 ~Charm~
  SAY UNIDENTIFIED_DESC ~
Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.
~
  SAY IDENTIFIED_DESC ~
Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.
~

COPY	"ExpandedClasses/spl/(SD)20A.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)20B.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)20C.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)20H.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)20I.spl" override
	SAY 0xC #-1

COPY	"ExpandedClasses/spl/(SD)01.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)02.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)03.spl" override
	SAY 0xC #-1


COPY	"ExpandedClasses/spl/(SD)050.spl" override
	SAY 0xC #-1

COPY	"ExpandedClasses/spl/(SD)051.spl" override
	SAY 0xC #-1

COPY ~ExpandedClasses/spl/(SD)052.spl~ ~override~
  SAY NAME1 ~Betrayal~
  SAY NAME2 ~Betrayal~
  SAY UNIDENTIFIED_DESC ~Betrayal~
  SAY IDENTIFIED_DESC ~Betrayal~


COPY ~ExpandedClasses/spl/(SD)055.spl~ ~override~
  SAY NAME1 ~Psionic Invisibility~
  SAY NAME2 ~Psionic Invisibility~
  SAY UNIDENTIFIED_DESC ~
This ability allows the Seducer to conceal his or her presence from all creatures within the vicinity, blocking the image from their minds. For the next 2 rounds, the Seducer is invisible to all enemies per the Improved Invisibility spell, even those normally able to see through invisibility, and can backstab with every hit.
~
  SAY IDENTIFIED_DESC ~
This ability allows the Seducer to conceal his or her presence from all creatures within the vicinity, blocking the image from their minds. For the next 2 rounds, the Seducer is invisible to all enemies per the Improved Invisibility spell, even those normally able to see through invisibility, and can backstab with every hit.
~


COPY ~ExpandedClasses/spl/(SD)058.spl~ ~override~
  SAY NAME1 ~Psionic Foresight~
  SAY NAME2 ~Psionic Foresight~
  SAY UNIDENTIFIED_DESC ~
A Seducer's ability to read other minds allows him or her to anticipate attacks. With practice, the Seducer can use this ability to dodge attacks and resist the effects of hostile spells. Psionic Foresight grants a permanent +1 bonus to all saving throws and +1 AC against melee weapons, and also allows the Seducer to target invisible enemies. The Seducer can also use this ability to anticipate an enemy's defensive moves, giving the Seducer +1 to THAC0 and critical hit rolls.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
A Seducer's ability to read other minds allows him or her to anticipate attacks. With practice, the Seducer can use this ability to dodge attacks and resist the effects of hostile spells. Psionic Foresight grants a permanent +2 bonus to all saving throws and +2 AC against melee weapons, and also allows the Seducer to target invisible enemies. The Seducer can also use this ability to anticipate an enemy's defensive moves, giving the Seducer +2 to THAC0 and critical hit rolls.

This ability may be selected up to 5 times.
~

COPY ~ExpandedClasses/spl/(SD)059.spl~ ~override~
  SAY NAME1 ~Psionic Lock~
  SAY NAME2 ~Psionic Lock~
  SAY UNIDENTIFIED_DESC ~
With intense concentration, a Seducer can trap one creature in mental combat. This ability prevents both the Seducer and the target from taking any action for 1 round. There is no saving throw, and the ability bypasses all immunities and resistances.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
With intense concentration, a Seducer can trap one creature in mental combat. This ability prevents both the Seducer and the target from taking any action for 1 round. There is no saving throw, and the ability bypasses all immunities and resistances.

This ability may be selected up to 5 times.
~

COPY ~ExpandedClasses/spl/(SD)060.spl~ ~override~
  SAY NAME1 ~Psionic Time Stop~
  SAY NAME2 ~Psionic Time Stop~
  SAY UNIDENTIFIED_DESC ~
A powerful Seducer can force his or her will on anything--even reality itself. This ability allows the Seducer to stop time for 6 seconds. For the duration, the Seducer can take any action without interruption.
~
  SAY IDENTIFIED_DESC ~
A powerful Seducer can force his or her will on anything--even reality itself. This ability allows the Seducer to stop time for 6 seconds. For the duration, the Seducer can take any action without interruption.

This ability may be selected up to 5 times.
~

COPY ~ExpandedClasses/spl/(SD)060A.spl~ ~override~
  SAY NAME1 ~Psionic Time Stop~
  SAY NAME2 ~Psionic Time Stop~
  SAY UNIDENTIFIED_DESC ~
A powerful Seducer can force his or her will on anything--even reality itself. This ability allows the Seducer to stop time for 6 seconds. For the duration, the Seducer can take any action without interruption.
~
  SAY IDENTIFIED_DESC ~
A powerful Seducer can force his or her will on anything--even reality itself. This ability allows the Seducer to stop time for 6 seconds. For the duration, the Seducer can take any action without interruption.

This ability may be selected up to 5 times.
~

COPY ~ExpandedClasses/spl/(SD)061.spl~ ~override~
  SAY NAME1 ~Psionic Breach~
  SAY NAME2 ~Psionic Breach~
  SAY UNIDENTIFIED_DESC ~
There is a secret method behind every form of magical defense, and a Seducer can reveal it by delving into the target's mind. This ability allows the Seducer to remove a single spell protection, combat protection, and specific protection from the target creature, up to 8th level in power. The target may make a save vs. spell at -12 to negate the effect.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
There is a secret method behind every form of magical defense, and a Seducer can reveal it by delving into the target's mind. This ability allows the Seducer to remove a single spell protection, combat protection, and specific protection from the target creature, up to 8th level in power. The target may make a save vs. spell at -12 to negate the effect.

This ability may be selected up to 5 times.
~

COPY ~ExpandedClasses/spl/(SD)062.spl~ ~override~
  SAY NAME1 ~Psionic Teleportation~
  SAY NAME2 ~Psionic Teleportation~
  SAY UNIDENTIFIED_DESC ~
A Seducer can force open a portal in space, allowing him or her to jump from place to place instantaneously. This ability allows the Seducer to teleport to any location on the map.

This ability may be selected up to 5 times.
~
  SAY IDENTIFIED_DESC ~
A Seducer can force open a portal in space, allowing him or her to jump from place to place instantaneously. This ability allows the Seducer to teleport to any location on the map.

This ability may be selected up to 5 times.
~

COPY ~ExpandedClasses/spl/(SD)28.spl~ ~override~
  SAY NAME1 ~Dispel Charm~
  SAY NAME2 ~Dispel Charm~
  SAY UNIDENTIFIED_DESC ~
By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.
~
  SAY IDENTIFIED_DESC ~
By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.
~

COPY	"ExpandedClasses/spl/(SD)29B.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)29C.spl" override
	SAY 0xC #-1



COPY	"ExpandedClasses/spl/(SD)00.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)22.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)23.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)24.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)25.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)27.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)27A.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(SD)27B.spl" override
	SAY 0xC #-1


COPY	"ExpandedClasses/eff/(SD)F1.EFF" override
	"ExpandedClasses/eff/(SD)F2.EFF" override
	"ExpandedClasses/eff/(SD)F3.EFF" override
////	"ExpandedClasses/eff/(SD)F3B.EFF" override////
	"ExpandedClasses/eff/(SD)FA.EFF" override
	"ExpandedClasses/eff/(SD)FB.EFF" override
	"ExpandedClasses/eff/(SD)FC.EFF" override
	"ExpandedClasses/eff/(SD)FC6.EFF" override
	"ExpandedClasses/eff/(SD)F4.EFF" override
	"ExpandedClasses/eff/(SD)F5.EFF" override
	"ExpandedClasses/eff/(SD)F6.EFF" override
	"ExpandedClasses/eff/(SD)F7.EFF" override
	"ExpandedClasses/eff/(SD)050B.EFF" override
	"ExpandedClasses/eff/(SD)055A.EFF" override
	"ExpandedClasses/eff/(SD)055B.EFF" override
	"ExpandedClasses/eff/(SD)F29F.EFF" override
	"ExpandedClasses/eff/(SD)F29G.EFF" override

	"ExpandedClasses/eff/(SD)20D.EFF" override
	"ExpandedClasses/eff/(SD)20E.EFF" override
	"ExpandedClasses/eff/(SD)20F.EFF" override
	"ExpandedClasses/eff/(SD)20G.EFF" override

	"ExpandedClasses/eff/(SD)15AB.EFF" override
	"ExpandedClasses/eff/(SD)15BB.EFF" override
	"ExpandedClasses/eff/(SD)16AB.EFF" override
	"ExpandedClasses/eff/(SD)16BB.EFF" override
	"ExpandedClasses/eff/(SD)FD.EFF" override
	"ExpandedClasses/eff/(SD)FD6.EFF" override
	"ExpandedClasses/eff/(SD)15F.EFF" override
	"ExpandedClasses/eff/(SD)16F.EFF" override


COPY	"ExpandedClasses/tables/LUSD7.2DA" override

COPY	"ExpandedClasses/bcs/USSDJP01.BCS" override
COPY	"ExpandedClasses/bcs/USSDJP02.BCS" override



COPY	"ExpandedClasses/bam/(SD)056C.BAM" override

COPY	"ExpandedClasses/bam/(SD)B50.BAM" override
COPY	"ExpandedClasses/bam/(SD)B51.BAM" override
COPY	"ExpandedClasses/bam/(SD)B52.BAM" override
COPY	"ExpandedClasses/bam/(SD)B53.BAM" override
COPY	"ExpandedClasses/bam/(SD)B54.BAM" override
COPY	"ExpandedClasses/bam/(SD)B55.BAM" override
COPY	"ExpandedClasses/bam/(SD)B56.BAM" override
COPY	"ExpandedClasses/bam/(SD)B57.BAM" override
COPY	"ExpandedClasses/bam/(SD)B58.BAM" override
//COPY	"ExpandedClasses/bam/(SD)B59.BAM" override//
COPY	"ExpandedClasses/bam/(SD)B60.BAM" override
//COPY	"ExpandedClasses/bam/(SD)B61.BAM" override//
COPY	"ExpandedClasses/bam/(SD)B62.BAM" override
COPY	"ExpandedClasses/bam/(SD)B63.BAM" override
COPY	"ExpandedClasses/bam/(SD)B64.BAM" override
COPY	"ExpandedClasses/bam/(SD)B65.BAM" override
COPY	"ExpandedClasses/bam/(SD)B66.BAM" override
COPY	"ExpandedClasses/bam/USSDB01.BAM" override

COPY_EXISTING_REGEXP ~.*\.itm~ override
LPF CLONE_EFFECT
INT_VAR
silent = 1
check_headers = 0
match_opcode = 208 // Minimum HP
opcode = 206 // Immunity to Spell
parameter1 = 0
STR_VAR
resource = ~USSD15~ // Spell filename
END
BUT_ONLY

COPY_EXISTING_REGEXP ~.*\.itm~ override
LPF CLONE_EFFECT
INT_VAR
silent = 1
check_headers = 0
match_opcode = 208 // Minimum HP
opcode = 206 // Immunity to Spell
parameter1 = 0
STR_VAR
resource = ~USSD16~ // Spell filename
END
BUT_ONLY

COPY_EXISTING_REGEXP ~.*\.itm~ override
 READ_LONG 0x6a fx_off
 READ_SHORT 0x70 glob_fx
 FOR (i = 0; i < glob_fx; ++i) BEGIN
  READ_SHORT (fx_off + i * 0x30) opcode
  PATCH_IF opcode = 208 BEGIN	// Item has MINHP effect
   LPF DELETE_EFFECT
    INT_VAR
     check_headers = 0	// Ignore abilities / Only remove global/equipped effects
     match_opcode = 101  // Immunity to effect
     match_parameter2 = 241  // Control Creature
   END
   SET i = glob_fx
  END
 END
BUT_ONLY

COPY_EXISTING_REGEXP ~.*\.itm~ override
	READ_BYTE	0x18	flag
	PATCH_IF	(flag BAND 4) = 0	BEGIN	// Undroppable
		WRITE_LONG	0x1e 0	// Class/Race/Alignment
		WRITE_BYTE	0x29 0	// Kits
		WRITE_BYTE	0x2b 0	// More Kits
		WRITE_BYTE	0x2d 0	// More Kits
		WRITE_BYTE	0x2f 0	// More Kits
	END
BUT_ONLY

COPY ~ExpandedClasses/bam~ ~override~

//end seducer








BEGIN "Psionicist Kit for Fighters and Monks" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"



ADD_KIT ~USPS00~
	~USPS00 1 1 1 1 1 1 1 1~
      ~USPS00 0 1 0 0 1 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USPS00 0 0 0 15 0 0~
	~USPS00 0 0 0 1 0 0~
	~USPS00 0 0 0 0 0 0~
        ~USPS00 0 0 0 18 0 0~
	~USPS00 1 1 1 1 1 1 1 1 1~
	~USPS00 0 1 1 1 1 0~
	~ExpandedClasses/CLABUSPS.2da~
	~K_F_H	K_F_D   K_F_G   K_F_E   K_F_HE   K_F_HL   K_F_HO~
	~0x00000000 2~
	~US8~
	~PLAT05 * * BAG28 RING06 RING05 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~psionicist~
	SAY ~Psionicist~
	SAY ~A Psionicist uses <PRO_HISHER> mind to control and manipulate the world around <PRO_HIMHER>. Generally self-taught, Psionicists train their brains and sharpen their latent powers, gaining powers that are alien even to wizards and priests. A psionicist may levitate objects, create energy from nothing, and even seize control of the minds of other sentient beings with nothing more than a thought.

CLASS FEATURES:

Advantages:

- +1 Intelligence
- Gains special innate abilities as the Psionicist gains levels. All of a Psionicist's powers are instant-casting and bypass magical resistance:
- Level 1: Mind Blast. Gains an extra casting every 3 levels after.
- Level 2: Ballistic Attack. Gains an extra casting every 4 levels after.
- Level 3: Ego Whip. Gains an extra casting every 5 levels after.
- Level 4: Detonate. Gains an extra casting every 6 levels after.
- Level 5: Psionic Blast. Gains an extra casting every 7 levels after.
- Level 6: Psionic Disjunction. Gains an extra casting every 8 levels after.
- Level 7: Psionic Domination. Gains an extra casting every 9 levels after.
- Level 8: Cure Serious Wounds. Gains an extra casting every 10 levels after.
- Level 9: Planar Travel. Gains an extra casting every 11 levels after.
- Level 10: Psionic Maze. Gains an extra casting every 12 levels after.

Disadvantages:

- Can only attain Proficiency (one point) any weapon or weapon style
- Only gains 1d6 HP per level

High-Level Abilities:

- Psionic Shield
- Mental Deconstruction
- Psionic Mantle
- Astral Comet
- Psionic Stasis
- Diffusion
- Psychometabolism
- Psionic Backlash

Prime Requisite For Dual-Classing: Intelligence

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Psionicist uses <PRO_HISHER> mind to control and manipulate the world around <PRO_HIMHER>. Generally self-taught, Psionicists train their brains and sharpen their latent powers, gaining powers that are alien even to wizards and priests. A psionicist may levitate objects, create energy from nothing, and even seize control of the minds of other sentient beings with nothing more than a thought.~)
	STR_VAR
		kit_name = ~USPS00~
		clswpbon = ~1 0 3~
		numwslot = ~4~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END



COPY ~ExpandedClasses/spl/USPS000.spl~ ~override~

COPY ~ExpandedClasses/spl/USPS001.spl~ ~override~
  SAY NAME1 @500
  SAY NAME2 @500
  SAY UNIDENTIFIED_DESC @501
  SAY IDENTIFIED_DESC @501
COPY ~ExpandedClasses/spl/USPS002.spl~ ~override~
  SAY NAME1 @502
  SAY NAME2 @502
  SAY UNIDENTIFIED_DESC @503
  SAY IDENTIFIED_DESC @503
COPY ~ExpandedClasses/spl/USPS003.spl~ ~override~
  SAY NAME1 @504
  SAY NAME2 @504
  SAY UNIDENTIFIED_DESC @505
  SAY IDENTIFIED_DESC @505
COPY ~ExpandedClasses/spl/USPS004.spl~ ~override~
  SAY NAME1 @506
  SAY NAME2 @506
  SAY UNIDENTIFIED_DESC @507
  SAY IDENTIFIED_DESC @507
COPY ~ExpandedClasses/spl/USPS005.spl~ ~override~
  SAY NAME1 @508
  SAY NAME2 @508
  SAY UNIDENTIFIED_DESC @509
  SAY IDENTIFIED_DESC @509
COPY ~ExpandedClasses/spl/USPS006.spl~ ~override~
  SAY NAME1 @510
  SAY NAME2 @510
  SAY UNIDENTIFIED_DESC @511
  SAY IDENTIFIED_DESC @511
COPY ~ExpandedClasses/spl/USPS007.spl~ ~override~
  SAY NAME1 @512
  SAY NAME2 @512
  SAY UNIDENTIFIED_DESC @513
  SAY IDENTIFIED_DESC @513
COPY ~ExpandedClasses/spl/USPS008.spl~ ~override~
  SAY NAME1 @514
  SAY NAME2 @514
  SAY UNIDENTIFIED_DESC @515
  SAY IDENTIFIED_DESC @515
COPY ~ExpandedClasses/spl/USPS009.spl~ ~override~
  SAY NAME1 @516
  SAY NAME2 @516
  SAY UNIDENTIFIED_DESC @517
  SAY IDENTIFIED_DESC @517
COPY ~ExpandedClasses/spl/USPS010.spl~ ~override~
  SAY NAME1 @518
  SAY NAME2 @518
  SAY UNIDENTIFIED_DESC @519
  SAY IDENTIFIED_DESC @519
COPY ~ExpandedClasses/spl/USPSHLA1.spl~ ~override~
  SAY NAME1 @520
  SAY NAME2 @520
  SAY UNIDENTIFIED_DESC @521
  SAY IDENTIFIED_DESC @521
COPY ~ExpandedClasses/spl/USPSHLA2.spl~ ~override~
  SAY NAME1 @522
  SAY NAME2 @522
  SAY UNIDENTIFIED_DESC @523
  SAY IDENTIFIED_DESC @523
COPY ~ExpandedClasses/spl/USPSHLA3.spl~ ~override~
  SAY NAME1 @524
  SAY NAME2 @524
  SAY UNIDENTIFIED_DESC @525
  SAY IDENTIFIED_DESC @525
COPY ~ExpandedClasses/spl/USPSHLA4.spl~ ~override~
  SAY NAME1 @526
  SAY NAME2 @526
  SAY UNIDENTIFIED_DESC @527
  SAY IDENTIFIED_DESC @527
COPY ~ExpandedClasses/spl/USPSHLA5.spl~ ~override~
  SAY NAME1 @528
  SAY NAME2 @528
  SAY UNIDENTIFIED_DESC @529
  SAY IDENTIFIED_DESC @529
COPY ~ExpandedClasses/spl/USPSHLA6.spl~ ~override~
  SAY NAME1 @530
  SAY NAME2 @530
  SAY UNIDENTIFIED_DESC @531
  SAY IDENTIFIED_DESC @531
COPY ~ExpandedClasses/spl/USPSHLA7.spl~ ~override~
  SAY NAME1 @532
  SAY NAME2 @532
  SAY UNIDENTIFIED_DESC @533
  SAY IDENTIFIED_DESC @533
COPY ~ExpandedClasses/spl/USPSHLA8.spl~ ~override~
  SAY NAME1 @532
  SAY NAME2 @532
  SAY UNIDENTIFIED_DESC @533
  SAY IDENTIFIED_DESC @533
COPY ~ExpandedClasses/spl/USPSHLAA.spl~ ~override~
  SAY NAME1 @534
  SAY NAME2 @534
  SAY UNIDENTIFIED_DESC @535
  SAY IDENTIFIED_DESC @535

COPY ~ExpandedClasses/tables/LUUS8.2da~ ~override~



ADD_KIT ~USPS01~
	~USPS01 1 1 1 1 1 1 1 1~
      ~USPS01 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USPS01 9 9 0 15 9 0~
	~USPS01 0 0 0 1 0 0~
	~USPS01 0 0 0 0 0 0~
        ~USPS01 0 0 0 18 0 0~
	~USPS01 1 1 1 0 0 0 0 0 0~
	~USPS01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSP2.2da~
	~K_MN_H~
	~0x00004000 20~
	~US8~
	~* * * BAG23 RING06 RING29 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 DAGG12 SW1H28 STAF08~

	SAY ~psionicist~
	SAY ~Psionicist~
	SAY ~A Psionicist uses <PRO_HISHER> mind to control and manipulate the world around <PRO_HIMHER>. Generally self-taught, Psionicists train their brains and sharpen their latent powers, gaining powers that are alien even to wizards and priests. A psionicist may levitate objects, create energy from nothing, and even seize control of the minds of other sentient beings with nothing more than a thought.

CLASS FEATURES:

Advantages:

- +1 Intelligence
- Gains special innate abilities as the Psionicist gains levels. All of a Psionicist's powers are instant-casting and bypass magical resistance:
- Level 1: Mind Blast. Gains an extra casting every 3 levels after.
- Level 2: Ballistic Attack. Gains an extra casting every 4 levels after.
- Level 3: Ego Whip. Gains an extra casting every 5 levels after.
- Level 4: Detonate. Gains an extra casting every 6 levels after.
- Level 5: Psionic Blast. Gains an extra casting every 7 levels after.
- Level 6: Psionic Disjunction. Gains an extra casting every 8 levels after.
- Level 7: Psionic Domination. Gains an extra casting every 9 levels after.
- Level 8: Cure Serious Wounds. Gains an extra casting every 10 levels after.
- Level 9: Planar Travel. Gains an extra casting every 11 levels after.
- Level 10: Psionic Maze. Gains an extra casting every 12 levels after.

Disadvantages:

- Does not learn Stunning Blow, Lay on Hands, or Quivering Palm
- Only gains a half attack per round every 4 levels rather than 3
- Does not gain +1 to hit and damage with fists when gaining enchantment bonuses at levels 9, 12, 15, and 25
- Only gains 1d6 HP per level

High-Level Abilities:

- Psionic Shield
- Mental Deconstruction
- Psionic Mantle
- Astral Comet
- Psionic Stasis
- Diffusion
- Psychometabolism
- Psionic Backlash

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Psionicist uses <PRO_HISHER> mind to control and manipulate the world around <PRO_HIMHER>. Generally self-taught, Psionicists train their brains and sharpen their latent powers, gaining powers that are alien even to wizards and priests. A psionicist may levitate objects, create energy from nothing, and even seize control of the minds of other sentient beings with nothing more than a thought.~)
	STR_VAR
		kit_name = ~USPS01~
		clswpbon = ~1 4 3~
		numwslot = ~2~
		clascolr = ~25 28 57 2 24~
		thiefscl = ~0 0 100 100 100 100 0 0~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USPS000.spl~ ~override~

COPY ~ExpandedClasses/spl/USPS001.spl~ ~override~
  SAY NAME1 @500
  SAY NAME2 @500
  SAY UNIDENTIFIED_DESC @501
  SAY IDENTIFIED_DESC @501
COPY ~ExpandedClasses/spl/USPS002.spl~ ~override~
  SAY NAME1 @502
  SAY NAME2 @502
  SAY UNIDENTIFIED_DESC @503
  SAY IDENTIFIED_DESC @503
COPY ~ExpandedClasses/spl/USPS003.spl~ ~override~
  SAY NAME1 @504
  SAY NAME2 @504
  SAY UNIDENTIFIED_DESC @505
  SAY IDENTIFIED_DESC @505
COPY ~ExpandedClasses/spl/USPS004.spl~ ~override~
  SAY NAME1 @506
  SAY NAME2 @506
  SAY UNIDENTIFIED_DESC @507
  SAY IDENTIFIED_DESC @507
COPY ~ExpandedClasses/spl/USPS005.spl~ ~override~
  SAY NAME1 @508
  SAY NAME2 @508
  SAY UNIDENTIFIED_DESC @509
  SAY IDENTIFIED_DESC @509
COPY ~ExpandedClasses/spl/USPS006.spl~ ~override~
  SAY NAME1 @510
  SAY NAME2 @510
  SAY UNIDENTIFIED_DESC @511
  SAY IDENTIFIED_DESC @511
COPY ~ExpandedClasses/spl/USPS007.spl~ ~override~
  SAY NAME1 @512
  SAY NAME2 @512
  SAY UNIDENTIFIED_DESC @513
  SAY IDENTIFIED_DESC @513
COPY ~ExpandedClasses/spl/USPS008.spl~ ~override~
  SAY NAME1 @514
  SAY NAME2 @514
  SAY UNIDENTIFIED_DESC @515
  SAY IDENTIFIED_DESC @515
COPY ~ExpandedClasses/spl/USPS009.spl~ ~override~
  SAY NAME1 @516
  SAY NAME2 @516
  SAY UNIDENTIFIED_DESC @517
  SAY IDENTIFIED_DESC @517
COPY ~ExpandedClasses/spl/USPS010.spl~ ~override~
  SAY NAME1 @518
  SAY NAME2 @518
  SAY UNIDENTIFIED_DESC @519
  SAY IDENTIFIED_DESC @519
COPY ~ExpandedClasses/spl/USPSHLA1.spl~ ~override~
  SAY NAME1 @520
  SAY NAME2 @520
  SAY UNIDENTIFIED_DESC @521
  SAY IDENTIFIED_DESC @521
COPY ~ExpandedClasses/spl/USPSHLA2.spl~ ~override~
  SAY NAME1 @522
  SAY NAME2 @522
  SAY UNIDENTIFIED_DESC @523
  SAY IDENTIFIED_DESC @523
COPY ~ExpandedClasses/spl/USPSHLA3.spl~ ~override~
  SAY NAME1 @524
  SAY NAME2 @524
  SAY UNIDENTIFIED_DESC @525
  SAY IDENTIFIED_DESC @525
COPY ~ExpandedClasses/spl/USPSHLA4.spl~ ~override~
  SAY NAME1 @526
  SAY NAME2 @526
  SAY UNIDENTIFIED_DESC @527
  SAY IDENTIFIED_DESC @527
COPY ~ExpandedClasses/spl/USPSHLA5.spl~ ~override~
  SAY NAME1 @528
  SAY NAME2 @528
  SAY UNIDENTIFIED_DESC @529
  SAY IDENTIFIED_DESC @529
COPY ~ExpandedClasses/spl/USPSHLA6.spl~ ~override~
  SAY NAME1 @530
  SAY NAME2 @530
  SAY UNIDENTIFIED_DESC @531
  SAY IDENTIFIED_DESC @531
COPY ~ExpandedClasses/spl/USPSHLA7.spl~ ~override~
  SAY NAME1 @532
  SAY NAME2 @532
  SAY UNIDENTIFIED_DESC @533
  SAY IDENTIFIED_DESC @533
COPY ~ExpandedClasses/spl/USPSHLA8.spl~ ~override~
  SAY NAME1 @532
  SAY NAME2 @532
  SAY UNIDENTIFIED_DESC @533
  SAY IDENTIFIED_DESC @533
COPY ~ExpandedClasses/spl/USPSHLAA.spl~ ~override~
  SAY NAME1 @534
  SAY NAME2 @534
  SAY UNIDENTIFIED_DESC @535
  SAY IDENTIFIED_DESC @535

COPY ~ExpandedClasses/tables/LUUS8.2da~ ~override~

//end simplified psionicist



BEGIN "War Hulk Kit for Fighters" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"



ADD_KIT ~USWH00~
	~USWH00 1 1 1 1 1 1 1 1~
      ~USWH00 1 1 1 1 1 1 1 1 2 2 1 2 3 2 2 1 2 1 2 3 2 2 2 0 0 0 0 0 2 1 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USWH00 17 0 0 0 0 0~
	~USWH00 1 -1 0 0 0 0~
	~USWH00 18 0 0 0 0 0~
        ~USWH00 0 0 0 0 0 0~
	~USWH00 1 1 1 1 1 1 1 1 1~
	~USWH00 0 0 0 0 0 0~
	~ExpandedClasses/CLABWH02.2da~
	~K_F_H	K_F_D   K_F_G   K_F_E   K_F_HE   K_F_HL   K_F_HO~
	~0x00000008 2~
	~WH1~
	~* * * BAG26 * * * BOOT01 CHAN09 BELT06 * RING31 STAF08 * HAMM07 SW1H27 AMUL20 RING06 HELM07 BRAC10~

	SAY ~war hulk~
	SAY ~War Hulk~
	SAY ~WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow.

CLASS FEATURES:

- May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit)
- May not use missile weapons
- May place 3 proficiency points (Mastery) in two-handed swords and halberds
- May place 2 proficiency points (Specialization) in bastard swords, longswords, katanas, scimitars, axes, war hammers, spears, flails, maces, quarterstaffs, Two-Handed Weapon Style, and Single Weapon Style
- May place 1 proficiency point (Proficiency) in short swords, daggers, and clubs

SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and +5% melee damage every level thereafter, along with additional bonuses every other level:

Level 1, 3, 5, 7: +1 to hit and +5% melee damage
Level 9, 11, 13, 15: +2 to hit and +10% melee damage
Level 17, 19, 21, 23: +3 to hit and +15% melee damage
Level 25, 27, 29, 31: +4 to hit and +20% melee damage
Level 33, 35, 37, 39: +5 to hit and +25% melee damage

CRITICAL STRIKE: Whenever the War Hulk lands a hit, the target has a 20% chance of being stunned for 6 seconds and pushed back on a failed save vs. death at -3.

RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties:
+15% melee damage
+1 THAC0
+1 save vs. death
+1 movement rate
Immunity to fear
-1 AC
-1 save vs. spell
All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round.

UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun.

- Hit Die: 2d8 (2d6 after level 9)~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~War Hulks are fighters who specialize in delivering massive blows, even at the cost of their own safety. War Hulks train themselves to kill their opponents in a single brutal strike.~)
		fallen = 0
		fallen_notice = RESOLVE_STR_REF (~Fallen~)
	STR_VAR
		kit_name = ~USWH00~
		clswpbon = ~0 0 3~
		numwslot = ~4~
		clascolr = ~30 41 43 23 98~
		hpclass = ~HPWH01~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY	"ExpandedClasses/spl/(WH)003.spl" override

COPY	"ExpandedClasses/spl/(WH)000.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)00A.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)001.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)002.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)003.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)004.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)005.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)006.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)007.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)008.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)008C.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)008D.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)009.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)009B.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)015.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)015B.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/(WH)015D.spl" override
	SAY 0xC #-1

COPY	"ExpandedClasses/spl/(WH)010.spl" override
	SAY 0xC ~Deathblow~
	SAY 0x50 ~A War Hulk has a long history of cracking skulls, and over time, he or she develops an instinct for slaying creatures in a single blow. Once a War Hulk chooses this ability, every critical hit will instantly kill the victim on a failed save vs. death at -4.~
COPY	"ExpandedClasses/spl/(WH)011.spl" override
	SAY 0xC ~Greater Deathblow~
	SAY 0x50 ~Even the strongest of creatures are breakable, and the War Hulk is determined to prove it. On selecting this ability, every critical hit will force the target to make a save vs. death at -6 or die. The target must save against both Deathblow and Greater Deathblow in order to survive.~
COPY	"ExpandedClasses/spl/(WH)012.spl" override
	SAY 0xC ~Resist Magic~
	SAY 0x50 ~This ability allows the War Hulk to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the War Hulk gains an additional 50% magic resistance, on top of any magic resistance that he or she currently possesses.~
COPY	"ExpandedClasses/spl/(WH)013.spl" override
	SAY 0xC ~Power Attack~
	SAY 0x50 ~Once per day, the War Hulk may choose a single target to feel the full force of his or her power. The next attack that the War Hulk makes will stun and knock back the target for 1 round. Unlike the War Hulk's normal attacks, there is no saving throw for this effect.~
COPY	"ExpandedClasses/spl/(WH)014.spl" override
	SAY 0xC ~Regeneration~
	SAY 0x50 ~A War Hulk pays little heed to his or her defenses, and over time, the War Hulk's collective scars and wounds will condition the body to weather the enemy's attacks. After choosing this ability, the War Hulk will gain permanent regeneration, healing 1 hit point every second.~

COPY	"ExpandedClasses/eff/(WH)001.EFF" override
	"ExpandedClasses/eff/(WH)008B.EFF" override
	"ExpandedClasses/eff/(WH)009.EFF" override
	"ExpandedClasses/eff/(WH)015C.EFF" override

COPY	"ExpandedClasses/tables/HPWH01.2DA" override
	"ExpandedClasses/LUWH1.2DA" override

//end war hulk


BEGIN "Alchemist Kit for Mages" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USAL00~
	~USAL00 1 1 1 1 1 1 1 1~
      ~USAL00 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USAL00 0 9 0 9 0 0~
	~USAL00 0 0 1 0 0 0~
	~USAL00 0 0 0 17 0 0~
        ~USAL00 0 0 0 0 0 0~
	~USAL00 1 1 1 1 1 1 1 1 1~
	~USAL00 1 1 0 1 0 0~
	~ExpandedClasses/CLABUSAL.2da~
	~K_M_H	K_M_D   K_M_G   K_M_E   K_M_HE   K_M_HL   K_M_HO~
	~0x00000000 1~
	~AL7~
	~* * * BAG29 * * * BOOT01 SLNG05 BELT10 * RING40 STAF20 * POTN04,2 POTN52,5 AMUL21 RING06 POTN14,5 BRAC15~

	SAY ~alchemist~
	SAY ~Alchemist~
	SAY ~Alchemists are Transmuters who dedicate their lives to the study of chemistry and potionmaking. Some use their talents to sell potions and tonics, some turn their skills to adventuring, and others are motivated solely by the pursuit of truth. Alchemists are always searching for new ingredients to fuel their businesses and laboratories, and when the local economy falls short of their expectations, the Alchemist must set out on foot. Alchemists excel at making valuable brews and dangerous explosives out of whatever ingredients they can cobble together.

CLASS FEATURES:

Alchemical Genius:
- Can create potions and grenades at any time outside combat. Alchemists get additional benefits from their own potions.
- Can use Poison Weapon once per day at level 1. Gains an additional use of Poison Weapon every 4 levels after.

Alchemical Resilience:
- Immunity to poison
- 10% acid resistance per level
- 5% fire resistance per level
- Gains 1d6 hit points per level
- +1 to save vs. death and polymorph every 3 levels

Specialization:
- Can memorize 1 fewer spell per spell level compared to a generalist mage (an Alchemist cannot cast spells until level 2)
- -1 penalty to casting time
- -2 penalty to caster level
- Cannot gain most normal mage High-Level Abilities

CONCOCTIONS: Given the right ingredients, an Alchemist can concoct any manner of potions and brews. The process is similar to purchasing goods at a store, but the Alchemist can manage ingredients much more efficiently, making his or her concoctions much less expensive than a conventional apothecary's.

More experienced Alchemists can brew a broader variety of potions and manufacture stronger explosives. There is no limit on how many potions and grenades an Alchemist can create, provided he or she has the resources to make them.

POISON WEAPON: The same skills the Alchemist uses to create potions to soothe pain can also be used to inflict it. The Alchemist can apply a thin coating of poison to a weapon, directly injecting the toxin into the victim's bloodstream. Multiple strikes can further poison the target, but only one dose of poison can be applied to the weapon. Alchemists can develop deadlier poisons as they become more experienced.

For the next 2 rounds after using this ability, any creature the Alchemist attacks must make a saving throw or suffer poison damage for the next 5 rounds. The effects stack and vary based on level:

Level 1: 1d2 poison damage, plus 1 damage per round on a failed save vs. death at +4.
Level 4: 1d3 poison damage, plus 2 damage per round on a failed save vs. death at +3.
Level 7: 1d4 poison damage, plus 3 damage per round on a failed save vs. death at +2.
Level 10: 1d6 poison damage, plus 4 damage per round on a failed save vs. death at +1.
Level 13: 1d8 poison damage, plus 5 damage per round on a failed save vs. death.
Level 16: 1d10 poison damage, plus 6 damage per round on a failed save vs. death at -1.
Level 19: 1d12 poison damage, plus 6 damage per round on a failed save vs. death at -2.

The poison cannot be applied to a grenade.

High-Level Abilities:
- Use Any Item
- Regeneration
- Resist Magic
- Purity of Body
- Business Connections
- Extra Level 6 Spell
- Extra Level 7 Spell
- Extra Level 8 Spell

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Alchemists are Transmuters who dedicate their lives to the study of chemistry and potionmaking. Some use their talents to sell potions and tonics, some turn their skills to adventuring, and others are motivated solely by the pursuit of truth. An Alchemist is always searching for new ingredients to fuel their businesses and laboratories, and when the local economy falls short of their expectations, the Alchemist must set out on foot. Alchemists excel at making valuable brews and dangerous explosives out of whatever ingredients they can cobble together.~)
	STR_VAR
		kit_name = ~USAL00~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		clascolr = ~30 41 43 23 98~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END


////////////////////////////////////////
/////////CREATURES//////////////////////
////////////////////////////////////////


COPY ~ExpandedClasses/cre/(AL)003A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0


COPY ~ExpandedClasses/cre/(AL)004A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0


COPY ~ExpandedClasses/cre/(AL)005A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0


COPY ~ExpandedClasses/cre/(AL)006A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0


COPY ~ExpandedClasses/cre/(AL)007A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0


COPY ~ExpandedClasses/cre/(AL)008A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0

COPY ~ExpandedClasses/cre/(AL)009A.cre~ ~override~
  SAY NAME1 @0
  SAY NAME2 @0


////////////////////////////////////////
/////////ITEMS//////////////////////////
////////////////////////////////////////

COPY ~ExpandedClasses/itm/(AL)003F.itm~ ~override~
  SAY NAME1 @5
  SAY NAME2 @5
  SAY DESC @5
  

COPY ~ExpandedClasses/itm/(AL)010.itm~ ~override~
  SAY NAME1 @6
  SAY NAME2 @6
  SAY DESC @12


COPY ~ExpandedClasses/itm/(AL)011.itm~ ~override~
  SAY NAME1 @7
  SAY NAME2 @7
  SAY DESC @13


COPY ~ExpandedClasses/itm/(AL)012.itm~ ~override~
  SAY NAME1 @8
  SAY NAME2 @8
  SAY DESC @14


COPY ~ExpandedClasses/itm/(AL)013.itm~ ~override~
  SAY NAME1 @9
  SAY NAME2 @9
  SAY DESC @15


COPY ~ExpandedClasses/itm/(AL)014.itm~ ~override~
  SAY NAME1 @10
  SAY NAME2 @10
  SAY DESC @16


COPY ~ExpandedClasses/itm/(AL)015.itm~ ~override~
  SAY NAME1 @11
  SAY NAME2 @11
  SAY DESC @17


COPY ~ExpandedClasses/itm/(AL)016A.itm~ ~override~
  SAY NAME1 @28
  SAY NAME2 @28
  SAY DESC @29


COPY ~ExpandedClasses/itm/(AL)017.itm~ ~override~
  SAY NAME1 @54
  SAY NAME2 @54
  SAY DESC @55


COPY ~ExpandedClasses/itm/(AL)018.itm~ ~override~
  SAY NAME1 @56
  SAY NAME2 @56
  SAY DESC @57


COPY ~ExpandedClasses/itm/(AL)019.itm~ ~override~
  SAY NAME1 @58
  SAY NAME2 @58
  SAY DESC @59

COPY ~ExpandedClasses/itm/(AL)019A.itm~ ~override~
  SAY NAME1 @68
  SAY NAME2 @68
  SAY DESC @69

COPY ~ExpandedClasses/itm/(AL)051.itm~ ~override~
  SAY NAME1 @30
  SAY NAME2 @30
  SAY DESC @31

COPY ~ExpandedClasses/itm/(AL)052.itm~ ~override~
  SAY NAME1 @20
  SAY NAME2 @20
  SAY DESC @21

COPY ~ExpandedClasses/itm/(AL)053.itm~ ~override~
  SAY NAME1 @22
  SAY NAME2 @22
  SAY DESC @23

COPY ~ExpandedClasses/itm/(AL)054.itm~ ~override~
  SAY NAME1 @24
  SAY NAME2 @24
  SAY DESC @25

COPY ~ExpandedClasses/itm/(AL)055.itm~ ~override~
  SAY NAME1 @32
  SAY NAME2 @32
  SAY DESC @33

COPY ~ExpandedClasses/itm/(AL)056.itm~ ~override~
  SAY NAME1 @34
  SAY NAME2 @34
  SAY DESC @35

COPY ~ExpandedClasses/itm/(AL)057.itm~ ~override~
  SAY NAME1 @36
  SAY NAME2 @36
  SAY DESC @37

COPY ~ExpandedClasses/itm/(AL)058.itm~ ~override~
  SAY NAME1 @40
  SAY NAME2 @40
  SAY DESC @41

COPY ~ExpandedClasses/itm/(AL)059.itm~ ~override~
  SAY NAME1 @42
  SAY NAME2 @42
  SAY DESC @43

COPY ~ExpandedClasses/itm/(AL)060.itm~ ~override~
  SAY NAME1 @48
  SAY NAME2 @48
  SAY DESC @49

COPY ~ExpandedClasses/itm/(AL)061.itm~ ~override~
  SAY NAME1 @52
  SAY NAME2 @52
  SAY DESC @53

COPY ~ExpandedClasses/itm/(AL)062.itm~ ~override~
  SAY NAME1 @44
  SAY NAME2 @44
  SAY DESC @45

COPY ~ExpandedClasses/itm/(AL)063.itm~ ~override~
  SAY NAME1 @46
  SAY NAME2 @46
  SAY DESC @47

COPY ~ExpandedClasses/itm/(AL)064.itm~ ~override~
  SAY NAME1 @50
  SAY NAME2 @50
  SAY DESC @51

COPY ~ExpandedClasses/itm/(AL)065.itm~ ~override~
  SAY NAME1 @60
  SAY NAME2 @60
  SAY DESC @61

COPY ~ExpandedClasses/itm/(AL)066.itm~ ~override~
  SAY NAME1 @62
  SAY NAME2 @62
  SAY DESC @63

COPY ~ExpandedClasses/itm/(AL)067.itm~ ~override~
  SAY NAME1 @38
  SAY NAME2 @38
  SAY DESC @39

COPY ~ExpandedClasses/itm/(AL)068.itm~ ~override~
  SAY NAME1 @64
  SAY NAME2 @64
  SAY DESC @65

COPY ~ExpandedClasses/itm/(AL)069.itm~ ~override~
  SAY NAME1 @66
  SAY NAME2 @66
  SAY DESC @67

COPY ~ExpandedClasses/itm/(AL)071.itm~ ~override~
  SAY NAME1 @70
  SAY NAME2 @70
  SAY DESC @71

COPY ~ExpandedClasses/itm/(AL)072.itm~ ~override~
  SAY NAME1 @96
  SAY NAME2 @96
  SAY DESC @97

COPY ~ExpandedClasses/itm/(AL)073.itm~ ~override~
  SAY NAME1 @72
  SAY NAME2 @72
  SAY DESC @73

COPY ~ExpandedClasses/itm/(AL)074.itm~ ~override~
  SAY NAME1 @74
  SAY NAME2 @74
  SAY DESC @75

COPY ~ExpandedClasses/itm/(AL)075.itm~ ~override~
  SAY NAME1 @76
  SAY NAME2 @76
  SAY DESC @77

COPY ~ExpandedClasses/itm/(AL)076.itm~ ~override~
  SAY NAME1 @78
  SAY NAME2 @78
  SAY DESC @79

COPY ~ExpandedClasses/itm/(AL)077.itm~ ~override~
  SAY NAME1 @80
  SAY NAME2 @80
  SAY DESC @81

COPY ~ExpandedClasses/itm/(AL)080.itm~ ~override~
  SAY NAME1 @84
  SAY NAME2 @84
  SAY DESC @85

COPY ~ExpandedClasses/itm/(AL)081.itm~ ~override~
  SAY NAME1 @86
  SAY NAME2 @86
  SAY DESC @87

COPY ~ExpandedClasses/itm/(AL)082.itm~ ~override~
  SAY NAME1 @88
  SAY NAME2 @88
  SAY DESC @89

COPY ~ExpandedClasses/itm/(AL)083.itm~ ~override~
  SAY NAME1 @90
  SAY NAME2 @90
  SAY DESC @91

COPY ~ExpandedClasses/itm/(AL)084.itm~ ~override~
  SAY NAME1 @92
  SAY NAME2 @92
  SAY DESC @93

COPY ~ExpandedClasses/itm/(AL)085.itm~ ~override~
  SAY NAME1 @94
  SAY NAME2 @94
  SAY DESC @95

COPY ~ExpandedClasses/itm/(AL)086.itm~ ~override~
  SAY NAME1 @98
  SAY NAME2 @98
  SAY DESC @99


////////////////////////////////////////
/////////ABILITIES//////////////////////
////////////////////////////////////////


////Applies Kit////
COPY ~ExpandedClasses/spl/(AL)010B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)010C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)011B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)011C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)012B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)012C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)013B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)013C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)014B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)014C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)015B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)015C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)016B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)016C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)016D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)017B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)018B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)019B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)019C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)020.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)021.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)022.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)023.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)024.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)025.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)020B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)021B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)022B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)023B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)024B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)025B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)030B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)040C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)040.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)050B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)051B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)051C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)053B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)053C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)054B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)054C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)055B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)055C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)056B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)056C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)058A.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)058B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)058C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)060.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)060C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)061B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)062B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)062C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)063.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)063B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)063C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)064B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)064C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)065B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)066B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)066C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)068.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)068C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)069B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)069C.spl~ ~override~

COPY ~ExpandedClasses/spl/(AL)071.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)071C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)071D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)071E.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)072B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)072C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)073B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)074B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)074C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)075B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)075C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)075D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)076B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)076C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)076D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)077B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)077C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)077E.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)077F.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)078B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)078C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)078D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)079B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)080B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)081B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)081C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)081D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)081E.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082A.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082E.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082F.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082G.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082H.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082I.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082J.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082K.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082L.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082P.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)082Q.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)083B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)083C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)083D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)083E.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)083F.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)084B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)084C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)085B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)085C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)085D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)085E.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)085F.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)086B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)087B.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)087C.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)087D.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)088B.spl~ ~override~


////Poison Weapon////
COPY ~ExpandedClasses/spl/(AL)040.spl~ ~override~
  SAY NAME1 @18
  SAY NAME2 @18
  SAY UNIDENTIFIED_DESC @19
  SAY IDENTIFIED_DESC @19
////Poison Weapon////


////Alchemy Concoctions////
COPY ~ExpandedClasses/spl/(AL)003D.spl~ ~override~
  SAY NAME1 @26
  SAY NAME2 @26
  SAY UNIDENTIFIED_DESC @27
  SAY IDENTIFIED_DESC @27
COPY ~ExpandedClasses/spl/(AL)003E.spl~ ~override~
  SAY NAME1 @26
  SAY NAME2 @26
  SAY UNIDENTIFIED_DESC @27
  SAY IDENTIFIED_DESC @27////Alchemy Concoctions////

COPY ~ExpandedClasses/spl/(AL)SIG1.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)SIGH.spl~ ~override~
  LPF ALTER_SPELL_EFFECT
  INT_VAR
    match_opcode = 330  // Float Text
    parameter1 = RESOLVE_STR_REF(@103)  // resolves tra reference into strref
END

COPY ~ExpandedClasses/spl/(AL)003H.spl~ ~override~

COPY ~ExpandedClasses/spl/(AL)100.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)101.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)102.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)103.spl~ ~override~
COPY ~ExpandedClasses/spl/(AL)103B.spl~ ~override~

///COPY ~ExpandedClasses/spl/(AL)104.spl~ ~override~  //  UNUSED

////HLAS////
COPY ~ExpandedClasses/spl/(AL)110.spl~ ~override~
  SAY NAME1 @104
  SAY NAME2 @104
  SAY UNIDENTIFIED_DESC @105
  SAY IDENTIFIED_DESC @105

COPY ~ExpandedClasses/spl/(AL)111.spl~ ~override~
  SAY NAME1 @114
  SAY NAME2 @114
  SAY UNIDENTIFIED_DESC @115
  SAY IDENTIFIED_DESC @115

COPY ~ExpandedClasses/spl/(AL)114.spl~ ~override~
  SAY NAME1 @106
  SAY NAME2 @106
  SAY UNIDENTIFIED_DESC @107
  SAY IDENTIFIED_DESC @107

COPY ~ExpandedClasses/spl/(AL)115.spl~ ~override~
  SAY NAME1 @112
  SAY NAME2 @112
  SAY UNIDENTIFIED_DESC @113
  SAY IDENTIFIED_DESC @113

COPY ~ExpandedClasses/spl/(AL)116.spl~ ~override~
  SAY NAME1 @116
  SAY NAME2 @116
  SAY UNIDENTIFIED_DESC @117
  SAY IDENTIFIED_DESC @117


COPY ~ExpandedClasses/spl/(AL)INT1.spl~ ~override~


////////////////////////////////////////
/////////DIALOGUES//////////////////////
////////////////////////////////////////


COMPILE ~ExpandedClasses/dlg/DIAL003.d~ 
COMPILE ~ExpandedClasses/dlg/DIAL004.d~ 
COMPILE ~ExpandedClasses/dlg/DIAL005.d~ 
COMPILE ~ExpandedClasses/dlg/DIAL006.d~ 
COMPILE ~ExpandedClasses/dlg/DIAL007.d~ 
COMPILE ~ExpandedClasses/dlg/DIAL008.d~ 
COMPILE ~ExpandedClasses/dlg/DIAL009.d~




////////////////////////////////////////
/////////SCRIPTS////////////////////////
////////////////////////////////////////



//////////////////////////////////////////////////////////
////////////////////////ICONS/////////////////////////////
//////////////////////////////////////////////////////////


////COPY ~ExpandedClasses/bam/(AL)0B1.bam~ ~override~////
COPY ~ExpandedClasses/bam/(AL)B02.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B03.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B04.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B05.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B06.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B06C.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B07.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B08.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B09.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B10.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B11.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B12.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B13.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B14.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B15.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B16.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B17.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B18.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B19.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B20.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B21.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B22.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B23.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B24.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B25.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B26.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B27.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B28.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B29.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B30.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B31.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B32.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B33.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B34.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B35.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B36.bam~ ~override~
////COPY ~ExpandedClasses/bam/(AL)037.bam~ ~override~////
COPY ~ExpandedClasses/bam/(AL)B38.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B39.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B40.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B41.bam~ ~override~
////COPY ~ExpandedClasses/bam/(AL)042.bam~ ~override~////
COPY ~ExpandedClasses/bam/(AL)B43.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B44.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B45.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B46.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B47.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B48.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B49.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B50.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B51.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B52.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B53.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B54.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B55.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B56.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B57.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B58.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B59.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B60.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B61.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B62.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B63.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B64.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B65.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B66.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)B70.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)067.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)068.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)069.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)070.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)071.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)071A.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)071B.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072.bam~ ~override~

COPY ~ExpandedClasses/bam/(AL)072A.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072B.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072E.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072F.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072G.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072H.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072I.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072J.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072K.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072L.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072M.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072N.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072O.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072P.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072Q.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072R.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072S.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072T.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072U.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072V.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072W.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072X.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)072Z.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)073.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)073A.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)085.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)100.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)101.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)102.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)103.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)104.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)105.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)106.bam~ ~override~
////COPY ~ExpandedClasses/bam/(AL)107.bam~ ~override~////
COPY ~ExpandedClasses/bam/(AL)108.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)109.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)110.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)111.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)112.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)113.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)114.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)115.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)116.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)117.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)118.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)119.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)120.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)121.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)122.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)123.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)124.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)125.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)126.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)127.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)128.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)129.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)130.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)131.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)132.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)133.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)134.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)135.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)136.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)137.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)138.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)139.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)140.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)141.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)142.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)143.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)144.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)145.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)146.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)147.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)147B.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)148.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)148B.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)149.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)150.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)151.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)152.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)152B.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)153.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)154.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)155.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)156.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)157.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)G01.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)G03.bam~ ~override~
COPY ~ExpandedClasses/bam/(AL)G05.bam~ ~override~

COPY ~ExpandedClasses/bam~ ~override~

////////////////////////////////////////
////////////STORES//////////////////////
////////////////////////////////////////

COPY ~ExpandedClasses/sto/(AL)003B.sto~ ~override~

COPY ~ExpandedClasses/sto/(AL)004B.sto~ ~override~

COPY ~ExpandedClasses/sto/(AL)005B.sto~ ~override~

COPY ~ExpandedClasses/sto/(AL)006B.sto~ ~override~

COPY ~ExpandedClasses/sto/(AL)007B.sto~ ~override~

COPY ~ExpandedClasses/sto/(AL)008B.sto~ ~override~

COPY ~ExpandedClasses/sto/(AL)009B.sto~ ~override~

////////////////////////////////////////
//////////////VVC///////////////////////
////////////////////////////////////////

COPY ~ExpandedClasses/vvc/USAL100.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL102.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL103.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL104.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL105.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL108.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL109.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL110.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL111.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL112.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL113.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL114.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL115.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL116.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL117.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL118.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL119.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL120.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL122.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL124.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL125.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL128.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL129.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL130.vvc~ ~override~
//COPY ~ExpandedClasses/vvc/USAL131.vvc~ ~override~//
COPY ~ExpandedClasses/vvc/USAL133.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL134.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL136.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL137.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL138.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL140.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL141.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL144.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL145.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL146.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL147.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL147B.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL148.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL148B.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL151.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL152B.vvc~ ~override~
COPY ~ExpandedClasses/vvc/USAL157.vvc~ ~override~


////////////////////////////////////////
////////////SCRIPTS/////////////////////
////////////////////////////////////////

COPY ~ExpandedClasses/bcs/USALAW01.bcs~ ~override~

////////////////////////////////////////
////////////EFFECTS/////////////////////
////////////////////////////////////////

COPY ~ExpandedClasses/eff/(AL)003F.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)010G.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)011G.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)012G.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)013G.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)014G.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)015G.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)016.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)030C.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)040B.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)051A.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)055A.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)077A.eff~ ~override~
COPY ~ExpandedClasses/eff/(AL)077D.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)087A.eff~ ~override~
COPY ~ExpandedClasses/eff/(AL)083A.eff~ ~override~
COPY ~ExpandedClasses/eff/(AL)082O.eff~ ~override~
COPY ~ExpandedClasses/eff/(AL)082M.eff~ ~override~
COPY ~ExpandedClasses/eff/(AL)082N.eff~ ~override~

COPY ~ExpandedClasses/eff/(AL)085A.eff~ ~override~

COPY ~ExpandedClasses/tables/LUAL7.2da~ ~override~

ADD_PROJECTILE      ~ExpandedClasses/pro/USALG02.PRO~
        COPY ~ExpandedClasses/itm/(AL)010.ITM~ ~override/(AL)010.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @6
            SAY NAME2 @6
            SAY DESC @12
        COPY ~ExpandedClasses/itm/(AL)011.ITM~ ~override/(AL)011.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @7
            SAY NAME2 @7
            SAY DESC @13
        COPY ~ExpandedClasses/itm/(AL)012.ITM~ ~override/(AL)012.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @8
            SAY NAME2 @8
            SAY DESC @14
        COPY ~ExpandedClasses/itm/(AL)013.ITM~ ~override/(AL)013.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @9
            SAY NAME2 @9
            SAY DESC @15
        COPY ~ExpandedClasses/itm/(AL)014.ITM~ ~override/(AL)014.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @10
            SAY NAME2 @10
            SAY DESC @16
        COPY ~ExpandedClasses/itm/(AL)015.ITM~ ~override/(AL)015.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @11
            SAY NAME2 @11
            SAY DESC @17
        COPY ~ExpandedClasses/itm/(AL)072.ITM~ ~override/(AL)072.ITM~ 
            WRITE_SHORT   0x09c ~%USALG02%~
            SAY NAME1 @96
            SAY NAME2 @96
            SAY DESC @97

ADD_PROJECTILE      ~ExpandedClasses/pro/USALG04.PRO~
        COPY ~ExpandedClasses/itm/(AL)067.ITM~ ~override/(AL)067.ITM~ 
            WRITE_SHORT   0x09c ~%USALG04%~
            SAY NAME1 @39
            SAY NAME2 @38
            SAY DESC @39
        COPY ~ExpandedClasses/itm/(AL)080.ITM~ ~override/(AL)080.ITM~ 
            WRITE_SHORT   0x09c ~%USALG04%~
            SAY NAME1 @84
            SAY NAME2 @84
            SAY DESC @85
ADD_PROJECTILE      ~ExpandedClasses/pro/USALG06.PRO~
        COPY ~ExpandedClasses/itm/(AL)057.ITM~ ~override/(AL)057.ITM~ 
            WRITE_SHORT   0x09c ~%USALG06%~
            SAY NAME1 @36
            SAY NAME2 @36
            SAY DESC @37

ADD_PROJECTILE ~ExpandedClasses/pro/USALPG1.PRO~
COPY ~ExpandedClasses/spl/(AL)064B.spl~ ~override~
READ_LONG 0x64 "abil_off"
READ_SHORT 0x68 "abil_num"
SET "delta" = 0
FOR (index = 0; index < abil_num; index = index + 1) BEGIN
WRITE_SHORT (%abil_off% + (0x28 * %index%) + 0x26) ~%USALPG1%~
END

//end alchemist



BEGIN "Plasma Wizard Kit for Mages" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USPW1~
	~USPW1 1 1 1 1 1 1 1 1~
      ~USPW1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USPW1 0 9 0 9 0 0~
	~USPW1 0 0 0 0 0 0~
	~USPW1 0 0 0 18 0 0~
        ~USPW1 0 0 0 18 0 0~
	~USPW1 1 1 1 1 1 1 1 1 1~
	~USPW1 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSPW.2da~
	~K_M_H	K_M_D   K_M_G   K_M_E   K_M_HE   K_M_HL   K_M_HO~
	~0x00000800 1~
	~USW~
	~* * * BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~plasma Wizard~
	SAY ~Plasma Wizard~
	SAY ~PLASMA WIZARD: Where other mages immerse themselves in the library and delve deep into lore both ancient and recent, the Plasma Wizard focuses on mastery of the elements and the energy that governs the universe. <PRO_HESHE> may cast fewer conventional spells than other mages, but has the ability to cast an unlimited number of simple evocation spells at will, and at higher levels can do so multiple times in a single round.

Class Features:

- Gains one fewer spell slot per spell level than a non-specialized mage (cannot cast spells until level 2).
 May not learn or cast any spells of the Enchantment school.
 Receives a +15% bonus when scribing scrolls from the Invocation school.
 Receives a -15% penalty when scribing scrolls from other schools.
 Receives a +2 bonus when making Saving Throws against spells from the Invocation school.
 Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school.
- May cast Craft/Upgrade Plasma Rod once per day. The Plasma Rod can fire unlimited magical ammunition at 2 attacks per round, and the Plasma Wizard may develop nine different projectiles as <PRO_HESHE> gains levels. When using the rod, the Plasma Wizard gains +1 to THAC0 every 2 levels, imposes an additional -1 save penalty every 3 levels, gains +1/2 attack per round every 4 levels, and deals an extra dice of damage and gets an additional +1 enchantment bonus for every 5 levels.

High-Level Abilities: Spirit of Flame, Aegis of Rime, Scion of Storms, Voice of Entropy, Energy Blades, Whirlwind Attack, Bypass Resistance, Power Attack, Critical Strike, (Greater) Deathblow

CRAFT/UPGRADE PLASMA ROD: The Plasma Wizard creates a unique type of crossbow that fires special ammunition. As the Plasma Wizard gains levels, the Plasma Rod can fire new forms of ammunition, and the weapon becomes more powerful. The Plasma Rod never runs out of ammunition, but victims may attempt a save vs. breath to take half damage. The Plasma Wizard may upgrade the rod after gaining each level:

1st level: May fire a Magic Missile (1d3 magic damage) from the Plasma Rod at will. The Plasma Wizard gains a +1 bonus to hit and +1 attack per round when using the rod.

2nd level: Gains first level 1 spell slot. The rod grants +2 to hit.

3rd level: May fire an Agannazar's Scorcher ray (1d4 fire damage) from the rod. All targets must make their saves vs. breath at a -1 penalty.

4th level: Gains +3 to hit and +1.5 attacks per round when using the rod.

5th level: May fire a Lightning Bolt (2d4 electricity damage) from the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +1 weapon for the purposes of bypassing weapon immunities.

6th level: Gains +4 to hit when using the rod. All targets must make their saves vs. breath at a -2 penalty.

7th level: May fire an Acid Arrow (1d3 acid damage, plus 2d3 lingering acid damage) from the rod.

8th level: Gains +5 to hit and +2 attacks per round when using the rod.

9th level: May launch a Fireball (2d4 fire damage) from the rod. All targets must make their saves vs. breath at a -3 penalty.

10th level: Gains +6 to hit when using the rod, and all forms of ammunition deal an additional dice of damage. The rod strikes as a +2 weapon.

11th level: May unleash a Cone of Cold (3d4 cold damage) when using the rod.

12th level: Gains +7 to hit and +2.5 attacks per round when using the rod. All targets must make their saves vs. breath at a -4 penalty.

13th level: May launch a Fire Seed (3d6 fire damage) from the rod.

14th level: Gains +8 to hit when using the rod.

15th level: May cast Chain Lightning (4d3 electricity damage) from the rod.  All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +3 weapon. All targets must make their saves vs. breath at a -5 penalty.

16th level: Gains +9 to hit and +3 attacks per round when using the rod.

17th level: May cast Prismatic Spray (2d3 magic damage) from the rod.

18th level: Gains +10 to hit when using the rod. All targets must make their saves vs. breath at a -6 penalty.

20th level: Gains +11 to hit and +3.5 attacks per round when using the rod. All prior forms of ammunition deal an additional dice of damage. The rod strikes as a +4 weapon.

22nd level: Gains +12 to hit when using the rod.

24th level: Gains +13 to hit and +4 attacks per round when using the rod.

25th level: The rod strikes as a +5 weapon.

26th level: Gains +14 to hit when using the rod.

28th level: Gains +15 to hit when using the rod.

- Hit Die: d4
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~PLASMA WIZARD~)
	STR_VAR
		kit_name = ~USPW1~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

COPY ~ExpandedClasses/tables/CLABUSPW.2da~ ~override~

COPY ~ExpandedClasses/spl/USPW00.spl~ ~override~

COPY ~ExpandedClasses/spl/USPW01.spl~ ~override~
  SAY NAME1 @200
  SAY NAME2 @200
  SAY UNIDENTIFIED_DESC @201
  SAY IDENTIFIED_DESC @201

COPY ~ExpandedClasses/itm/USPW01.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @203
COPY ~ExpandedClasses/itm/USPW02.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @203
COPY ~ExpandedClasses/itm/USPW03.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @204
COPY ~ExpandedClasses/itm/USPW04.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @204
COPY ~ExpandedClasses/itm/USPW05.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @205
COPY ~ExpandedClasses/itm/USPW06.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @205
COPY ~ExpandedClasses/itm/USPW07.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @206
COPY ~ExpandedClasses/itm/USPW08.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @206
COPY ~ExpandedClasses/itm/USPW09.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @207
COPY ~ExpandedClasses/itm/USPW10.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @208
COPY ~ExpandedClasses/itm/USPW11.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @209
COPY ~ExpandedClasses/itm/USPW12.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @209
COPY ~ExpandedClasses/itm/USPW13.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @210
COPY ~ExpandedClasses/itm/USPW14.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @210
COPY ~ExpandedClasses/itm/USPW15.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @211
COPY ~ExpandedClasses/itm/USPW16.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @211
COPY ~ExpandedClasses/itm/USPW17.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @212
COPY ~ExpandedClasses/itm/USPW18.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @212
COPY ~ExpandedClasses/itm/USPW19.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @212
COPY ~ExpandedClasses/itm/USPW20.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @213
COPY ~ExpandedClasses/itm/USPW22.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @213
COPY ~ExpandedClasses/itm/USPW24.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @213
COPY ~ExpandedClasses/itm/USPW26.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @213
COPY ~ExpandedClasses/itm/USPW28.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @213
COPY ~ExpandedClasses/itm/USPW32.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USPW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @202
  SAY NAME2 @202
  SAY DESC @213


COPY ~ExpandedClasses/spl/USPWH01.spl~ ~override~
  SAY NAME1 @226
  SAY NAME2 @226
  SAY UNIDENTIFIED_DESC @227
  SAY IDENTIFIED_DESC @227
COPY ~ExpandedClasses/spl/USPWH02.spl~ ~override~
  SAY NAME1 @228
  SAY NAME2 @228
  SAY UNIDENTIFIED_DESC @229
  SAY IDENTIFIED_DESC @229
COPY ~ExpandedClasses/spl/USPWH03.spl~ ~override~
  SAY NAME1 @230
  SAY NAME2 @230
  SAY UNIDENTIFIED_DESC @231
  SAY IDENTIFIED_DESC @231
COPY ~ExpandedClasses/spl/USPWH04.spl~ ~override~
  SAY NAME1 @232
  SAY NAME2 @232
  SAY UNIDENTIFIED_DESC @233
  SAY IDENTIFIED_DESC @233
COPY ~ExpandedClasses/spl/USPWH05.spl~ ~override~
  SAY NAME1 @214
  SAY NAME2 @214
  SAY UNIDENTIFIED_DESC @215
  SAY IDENTIFIED_DESC @215
COPY ~ExpandedClasses/spl/USPWH06.spl~ ~override~
  SAY NAME1 @216
  SAY NAME2 @216
  SAY UNIDENTIFIED_DESC @217
  SAY IDENTIFIED_DESC @217
COPY ~ExpandedClasses/spl/USPWH07.spl~ ~override~
  SAY NAME1 @218
  SAY NAME2 @218
  SAY UNIDENTIFIED_DESC @219
  SAY IDENTIFIED_DESC @219
COPY ~ExpandedClasses/spl/USPWH08.spl~ ~override~
  SAY NAME1 @220
  SAY NAME2 @220
  SAY UNIDENTIFIED_DESC @221
  SAY IDENTIFIED_DESC @221
COPY ~ExpandedClasses/spl/USPWH09.spl~ ~override~
  SAY NAME1 @222
  SAY NAME2 @222
  SAY UNIDENTIFIED_DESC @223
  SAY IDENTIFIED_DESC @223
COPY ~ExpandedClasses/spl/USPWH10.spl~ ~override~
  SAY NAME1 @224
  SAY NAME2 @224
  SAY UNIDENTIFIED_DESC @225
  SAY IDENTIFIED_DESC @225

COPY ~ExpandedClasses/eff/USPW96.eff~ ~override~
COPY ~ExpandedClasses/eff/USPW96A.eff~ ~override~
COPY ~ExpandedClasses/eff/USPW96B.eff~ ~override~
COPY ~ExpandedClasses/eff/USPWH10.eff~ ~override~

//end plasma wizard


BEGIN "War Mage Kit for Mages" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USWA1~
	~USWA1 1 1 1 1 1 1 1 1~
      ~USWA1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USWA1 9 0 0 9 0 0~
	~USWA1 0 0 0 0 0 0~
	~USWA1 0 0 0 18 0 0~
        ~USWA1 0 0 0 18 0 0~
	~USWA1 1 1 1 1 1 1 1 1 1~
	~USWA1 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSWA.2da~
	~K_M_H	K_M_D   K_M_G   K_M_E   K_M_HE   K_M_HL   K_M_HO~
	~0x00001800 1~
	~US5~
	~* * * BAG26 * * * BOOT01 CHAN09 BELT06 * RING31 STAF08 * HAMM07 SW1H27 AMUL20 RING06 HELM07 BRAC10~
	SAY ~war mage~
	SAY ~War Mage~
	SAY ~WAR MAGE: The military applications of arcane magic are well-known, and some mages choose to forgo a traditional education in favor of learning on the battlefield. Ruthlessly practical and uninterested in the more theoretical aspects of magic, a war mage will march into battle alongside other soldiers, clad in full armor and commanding powerful energies to assail their foes.

Class Features:

- May cast an additional spell per spell level.
- May wear any armor and use any weapon.
- May attain Proficiency (one point) in any weapon or weapon style.
- Gains +1 to hit rolls every 2 levels.
- Immunity to spell failure and effects that prevent spellcasting (spells can still be disrupted by taking damage).
- 5% resistance to fire damage per level.
- May not learn any spells from the Enchantment or Illusion schools.
- -3 penalty to casting time.
- Mage spells have 25% shorter duration.

High-Level Abilities: Spirit of Flame, Aegis of Rime, Scion of Storms, Voice of Entropy, Whirlwind Attack, Hardiness, Power Attack, Deathblow, Energy Blades, Dragon's Breath, Comet

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~WAR MAGE~)
	STR_VAR
		kit_name = ~USWA1~
		clswpbon = ~0 0 2~
		numwslot = ~4~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

COPY ~ExpandedClasses/tables/CLABUSWA.2da~ ~override~

COPY ~ExpandedClasses/spl/USWARM01.spl~ ~override~
COPY ~ExpandedClasses/spl/USWARM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USWARM03.spl~ ~override~
COPY ~ExpandedClasses/spl/USWARM04.spl~ ~override~
COPY ~ExpandedClasses/spl/USWARM05.spl~ ~override~

COPY ~ExpandedClasses/spl/USPWH01.spl~ ~override~
  SAY NAME1 @226
  SAY NAME2 @226
  SAY UNIDENTIFIED_DESC @227
  SAY IDENTIFIED_DESC @227
COPY ~ExpandedClasses/spl/USPWH02.spl~ ~override~
  SAY NAME1 @228
  SAY NAME2 @228
  SAY UNIDENTIFIED_DESC @229
  SAY IDENTIFIED_DESC @229
COPY ~ExpandedClasses/spl/USPWH03.spl~ ~override~
  SAY NAME1 @230
  SAY NAME2 @230
  SAY UNIDENTIFIED_DESC @231
  SAY IDENTIFIED_DESC @231
COPY ~ExpandedClasses/spl/USPWH04.spl~ ~override~
  SAY NAME1 @232
  SAY NAME2 @232
  SAY UNIDENTIFIED_DESC @233
  SAY IDENTIFIED_DESC @233


//end war mage


BEGIN "Red Soul Kit for Mages and Sorcerers" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"




ADD_KIT ~USRS00~
	~USRS00 1 1 1 1 1 1 1 1~
      ~USRS00 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USRS00 0 0 0 9 0 0~
	~USRS00 0 0 0 0 -1 1~
	~USRS00 0 0 0 17 0 0~
        ~USRS00 0 0 0 0 0 0~
	~USRS00 0 0 0 1 1 1 1 1 1~
	~USRS00 1 1 0 1 0 0~
	~ExpandedClasses/CLABUSRS.2da~
	~K_M_H	K_M_D   K_M_G   K_M_E   K_M_HE   K_M_HL   K_M_HO~
	~0x00000000 1~
	~MA1~
	~* * * BAG29 * * * BOOT01 SLNG05 BELT10 * RING40 STAF20 * POTN04,2 POTN52,5 AMUL21 RING06 POTN14,5 BRAC15~

	SAY ~red soul~
	SAY ~Red Soul~
	SAY ~Deeply passionate but with little control of their own emotions, a Red Soul is a mage who channels his or her feelings and desires into their spellcasting. Their emotions add power to damaging spells, but also render them highly unstable.

CLASS FEATURES:

- 50% bonus to fire, cold, electricity, acid, poison, and magical damage.
- All arcane spells have one-half their normal duration
- May cast one extra spell per spell level
- +1 bonus to Charisma
- -1 penalty to Wisdom
- Cannot be of lawful alignment
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Deeply passionate but with little control of their own emotions, a Red Soul is a mage who channels his or her feelings and desires into their spellcasting. Their emotions add power to damaging spells, but also render them highly unstable.~)
	STR_VAR
		kit_name = ~USRS00~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		clascolr = ~30 41 43 23 98~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

ADD_KIT ~USRS01~
	~USRS01 1 1 1 1 1 1 1 1~
      ~USRS01 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USRS01 0 0 0 9 0 0~
	~USRS01 0 0 0 0 -1 1~
	~USRS01 0 0 0 17 0 0~
        ~USRS01 0 0 0 0 0 0~
	~USRS01 0 0 0 1 1 1 1 1 1~
	~USRS01 1 1 0 1 0 0~
	~ExpandedClasses/CLABUSRS.2da~
	~K_S_H	K_S_D   K_S_G   K_S_E   K_S_HE   K_S_HL   K_S_HO~
	~0x00000000 19~
	~MA1~
	~* * * BAG29 * * * BOOT01 SLNG05 BELT10 * RING40 STAF20 * POTN04,2 POTN52,5 AMUL21 RING06 POTN14,5 BRAC15~

	SAY ~red soul~
	SAY ~Red Soul~
	SAY ~Deeply passionate but with little control of their own emotions, a Red Soul is a sorcerer who channels his or her feelings and desires into their spellcasting. Their emotions add power to damaging spells, but also render them highly unstable.

CLASS FEATURES:

- 50% bonus to fire, cold, electricity, acid, poison, and magical damage.
- All arcane spells have one-half their normal duration
- May cast one extra spell per spell level
- +1 bonus to Charisma
- -1 penalty to Wisdom
- Cannot be of lawful alignment
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~Deeply passionate but with little control of their own emotions, a Red Soul is a sorcerer who channels his or her feelings and desires into their spellcasting. Their emotions add power to damaging spells, but also render them highly unstable.~)
	STR_VAR
		kit_name = ~USRS01~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		clascolr = ~30 41 43 23 98~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USRS001.spl~ ~override~
COPY ~ExpandedClasses/spl/USGS001.spl~ ~override~

// end red soul

BEGIN "Green Soul Kit for Mages and Sorcerers" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"




ADD_KIT ~USGS00~
	~USGS00 1 1 1 1 1 1 1 1~
      ~USGS00 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USGS00 0 0 0 9 0 0~
	~USGS00 0 -1 1 0 0 0~
	~USGS00 0 0 0 17 0 0~
        ~USGS00 0 0 0 0 0 0~
	~USGS00 1 1 1 1 1 1 0 0 0~
	~USGS00 1 1 0 1 0 0~
	~ExpandedClasses/CLABUSGS.2da~
	~K_M_H	K_M_D   K_M_G   K_M_E   K_M_HE   K_M_HL   K_M_HO~
	~0x00000000 1~
	~MA1~
	~* * * BAG29 * * * BOOT01 SLNG05 BELT10 * RING40 STAF20 * POTN04,2 POTN52,5 AMUL21 RING06 POTN14,5 BRAC15~

	SAY ~green soul~
	SAY ~Green Soul~
	SAY ~A Green Soul is a mage who channels his or her life force into their spellcasting. A Green Soul must maintain tight control of his or her body and live a consistent and healthy lifestyle in order to maintain the stability of their magic. Tapping into one's own life force is dangerous, however, and Green Souls must hold back when attempting to use damaging magic, lest they harm themselves in the process.


CLASS FEATURES:

- 50% bonus to the duration of all arcane spells
- All mage spells deal half their normal damage
- May cast one extra spell per spell level
- +1 bonus to Constitution
- -1 penalty to Dexterity
- Cannot be of chaotic alignment
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Green Soul is a mage who channels his or her life force into their spellcasting. A Green Soul must maintain tight control of his or her body and live a consistent and healthy lifestyle in order to maintain the stability of their magic. Tapping into one's own life force is dangerous, however, and Green Souls must hold back when attempting to use damaging magic, lest they harm themselves in the process.~)
	STR_VAR
		kit_name = ~USGS00~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		clascolr = ~30 41 43 23 98~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

ADD_KIT ~USGS01~
	~USGS01 1 1 1 1 1 1 1 1~
      ~USGS01 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USGS01 0 0 0 9 0 0~
	~USGS01 0 -1 1 0 0 0~
	~USGS01 0 0 0 17 0 0~
        ~USGS01 0 0 0 0 0 0~
	~USGS01 1 1 1 1 1 1 0 0 0~
	~USGS01 1 1 0 1 0 0~
	~ExpandedClasses/CLABUSGS.2da~
	~K_S_H	K_S_D   K_S_G   K_S_E   K_S_HE   K_S_HL   K_S_HO~
	~0x00000000 19~
	~MA1~
	~* * * BAG29 * * * BOOT01 SLNG05 BELT10 * RING40 STAF20 * POTN04,2 POTN52,5 AMUL21 RING06 POTN14,5 BRAC15~

	SAY ~green soul~
	SAY ~Green Soul~
	SAY ~A Green Soul is a mage who channels his or her life force into their spellcasting. A Green Soul must maintain tight control of his or her body and live a consistent and healthy lifestyle in order to maintain the stability of their magic. Tapping into one's own life force is dangerous, however, and Green Souls must hold back when attempting to use damaging magic, lest they harm themselves in the process.


CLASS FEATURES:

- 50% bonus to the duration of all arcane spells
- All mage spells deal half their normal damage
- May cast one extra spell per spell level
- +1 bonus to Constitution
- -1 penalty to Dexterity
- Cannot be of chaotic alignment
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~A Green Soul is a mage who channels his or her life force into their spellcasting. A Green Soul must maintain tight control of his or her body and live a consistent and healthy lifestyle in order to maintain the stability of their magic. Tapping into one's own life force is dangerous, however, and Green Souls must hold back when attempting to use damaging magic, lest they harm themselves in the process.~)
	STR_VAR
		kit_name = ~USGS01~
		clswpbon = ~0 0 5~
		numwslot = ~2~
		clascolr = ~30 41 43 23 98~
		hpclass = ~HPWIZ~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

COPY ~ExpandedClasses/spl/USRS001.spl~ ~override~
COPY ~ExpandedClasses/spl/USGS001.spl~ ~override~

//end green soul





BEGIN "Multiclass Kits (Cleric/Druid, Druid/Thief, etc.)" //

INCLUDE ~ExpandedClasses/lib/RA_SPHERE_COMPAT.tpa~
INCLUDE ~ExpandedClasses/qd_multiclass.tpa~ 
INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"

ADD_KIT ~USCDW1~
	~USCDW1 1 1 1 1 1 1 1 1~
      ~USCDW1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USCDW1 0 0 0 0 9 15~
	~USCDW1 0 0 0 0 0 0~
	~USCDW1 0 0 0 0 17 17~
        ~USCDW1 0 0 0 0 17 17~
	~USCDW1 0 1 0 1 1 1 0 1 0~
	~USCDW1 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSC.2da~
	~K_CM_H	K_CM_D   K_CM_G   K_CM_E   K_CM_HE   K_CM_HL   K_CM_HO~
	~0x00020000 14~
	~USN~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~cleric/druid/mage~
	SAY ~Cleric/Druid/Mage~
	SAY ~CLERIC/DRUID/MAGE: A a student of nature, the Weave, and their patron deity, a cleric/druid/mage may draw upon all forms of magic to cast <PRO_HISHER> spells.

- All experience points gained are reduced by 33%.
- May cast twice as many priest spells per day of each spell level.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 13+ rather than during the level up screen.

Class Features:

- Hit Die: d8
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~CLERIC/DRUID/MAGE~)
	STR_VAR
		kit_name = ~USCDW1~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

LAF qd_multiclass
  STR_VAR 
      kit_name = ~USCDW1~ //the internal name for your kit (e.g. QDMAGUS) 
      kit_clab = ~CLABUSC~ //the internal name of your kit's clab file, without the .2da extension
      base_class = ~P~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END

ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN

	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~USCDW1~ clabfile = ~CLABUSC~ END

END

COPY ~ExpandedClasses/tables/USCD01.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD02.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD03.2da~ ~override~

COPY ~ExpandedClasses/tables/CLABUSC.2da~ ~override~

COPY ~ExpandedClasses/spl/USCD00.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD01.spl~ ~override~

COPY ~ExpandedClasses/spl/USCDH1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH7.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH8.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH9.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHA.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHB.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHC.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHD.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHE.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHF.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHG.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHH.spl~ ~override~

COPY ~ExpandedClasses/spl/USCD9A.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9B.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9X.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601

COPY ~ExpandedClasses/spl/USCD80.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD81.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD82.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD83.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD84.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD85.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD86.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD87.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD88.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD89.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8A.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8B.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8C.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8D.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8E.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8F.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8G.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8H.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611

COPY ~ExpandedClasses/spl/USCDSH1.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH2.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCDSH3.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH4.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCDSH5.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH6.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613

COPY ~ExpandedClasses/itm/USCDSH1.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @602
  SAY NAME2 @602
  SAY DESC @603
COPY ~ExpandedClasses/itm/USCDSH2.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @604
  SAY NAME2 @604
  SAY DESC @605
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSH3.itm~ ~override~
  SAY NAME1 @606
  SAY NAME2 @606
  SAY DESC @607
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSH4.itm~ ~override~
  SAY NAME1 @608
  SAY NAME2 @608
  SAY DESC @609
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW1 + 0x4000) parameter2 = 9 timing = 2 power = 1 END


ACTION_IF GAME_IS ~bg2ee eet~ BEGIN

<<<<<<<< d5/cechall+.d
EXTEND_BOTTOM CECHALLE 2

 IF ~LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDW1)
~ THEN REPLY #55515  DO ~ClearAllActions()

StartCutSceneMode()

StartCutSceneEx("Cut63a",FALSE)

~ EXIT

 IF ~LevelLT(Player1,14)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDW1)
~ THEN REPLY #58673  EXIT
END

EXTEND_BOTTOM CECHALLE 4
  IF ~  Global("CerndChallenge","GLOBAL",0)
	Global("PlayerHasStronghold","GLOBAL",0)
	Kit(Player1,USCDW1)
~ THEN DO ~SetGlobal("SPRITE_IS_DEADFaldorn","GLOBAL",1)
SetGlobal("SPRITE_IS_DEADcefaldor","GLOBAL",1)
SetNumTimesTalkedTo(1)
~ GOTO 7
END
>>>>>>>> 
COMPILE ~d5/cechall+.d~

<<<<<<<< d5/cefaldo+.d
EXTEND_BOTTOM CEFALDOR 2

  IF ~See(Player1)
	!StateCheck(Player1,STATE_SLEEPING)
	Kit(Player1,USCDW1)
~ THEN REPLY #9621  GOTO 13

  IF ~ !Name("Jaheira",Player2)
	!Name("Cernd",Player2)
	See(Player2)
	!StateCheck(Player2,STATE_SLEEPING)
	Kit(Player2,USCDW1)
~ THEN REPLY #9948  GOTO 22

  IF ~ !Name("Jaheira",Player3)
	!Name("Cernd",Player3)
	See(Player3)
	!StateCheck(Player3,STATE_SLEEPING)
	Kit(Player3,USCDW1)
~ THEN REPLY #9952  GOTO 22

  IF ~ !Name("Jaheira",Player4)
	!Name("Cernd",Player4)
	See(Player4)
	!StateCheck(Player4,STATE_SLEEPING)
	Kit(Player4,USCDW1)
~ THEN REPLY #9953  GOTO 22

  IF ~ !Name("Jaheira",Player5)
	!Name("Cernd",Player5)
	See(Player5)
	!StateCheck(Player5,STATE_SLEEPING)
	Kit(Player5,USCDW1)
~ THEN REPLY #9954  GOTO 22

  IF ~ !Name("Jaheira",Player6)
	!Name("Cernd",Player6)
	See(Player6)
	!StateCheck(Player6,STATE_SLEEPING)
	Kit(Player6,USCDW1)
~ THEN REPLY #9955  GOTO 22
END

EXTEND_BOTTOM CEFALDOR 5

  IF ~ 	Kit(Player1,USCDW1)
~ THEN REPLY #9866  DO ~SetGlobal("TalkedFaldor1","GLOBAL",1)
~ GOTO 0
END
>>>>>>>> 
COMPILE ~d5/cefaldo+.d~

<<<<<<<< d5/druidad+.d
EXTEND_BOTTOM DRUIDAD 0

  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDW1)
~ THEN GOTO 1
END

EXTEND_BOTTOM DRUIDAD 10
  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDW1)
~ THEN GOTO 11

  IF ~ False()
	LevelGT(Player2,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player2,USCDW1)
~ THEN GOTO 12

  IF ~ False()
	LevelGT(Player3,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player3,USCDW1)
~ THEN GOTO 13

  IF ~ False()
	LevelGT(Player4,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player4,USCDW1)
~ THEN GOTO 14

  IF ~ False()
	LevelGT(Player5,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player5,USCDW1)
~ THEN GOTO 15

  IF ~ False()
	LevelGT(Player6,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player6,USCDW1)
~ THEN GOTO 16
END
>>>>>>>> 
COMPILE ~d5/druidad+.d~

END




ADD_KIT ~USCDW2~
	~USCDW2 1 1 1 1 1 1 1 1~
      ~USCDW2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USCDW2 0 0 0 9 9 15~
	~USCDW2 0 0 0 0 0 0~
	~USCDW2 0 0 0 17 17 17~
        ~USCDW2 0 0 0 17 17 17~
	~USCDW2 0 1 0 1 1 1 0 1 0~
	~USCDW2 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSD.2da~
	~K_CM_H	K_CM_D   K_CM_G   K_CM_E   K_CM_HE   K_CM_HL   K_CM_HO~
	~0x00020000 14~
	~UST~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~druid/mage~
	SAY ~Druid/Mage~
	SAY ~DRUID/MAGE: A student of both nature and the Weave, a druid/mage may draw upon both druidic and arcane magic to cast <PRO_HISHER> spells.

Class Features:

- May cast druid spells.
- May not cast cleric spells.
- Cannot turn undead.
- May not use metal weapons or armor.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~DRUID/MAGE~)
	STR_VAR
		kit_name = ~USCDW2~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

LAF qd_multiclass
  STR_VAR 
      kit_name = ~USCDW2~ //the internal name for your kit (e.g. QDMAGUS) 
      kit_clab = ~CLABUSD~ //the internal name of your kit's clab file, without the .2da extension
      base_class = ~P~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END

ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN

	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~USCDW2~ clabfile = ~CLABUSD~ END

END

COPY ~ExpandedClasses/tables/USCD01.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD02.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD03.2da~ ~override~
COPY ~ExpandedClasses/tables/CLABUSD.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUST.2da~ ~override~

COPY ~ExpandedClasses/spl/USCD00.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD01.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD04.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD05.spl~ ~override~

COPY ~ExpandedClasses/spl/USCDH1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH7.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH8.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH9.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHA.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHB.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHC.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHD.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHE.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHF.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHG.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHH.spl~ ~override~

COPY ~ExpandedClasses/spl/USCD9A.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9B.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9X.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601

COPY ~ExpandedClasses/spl/USCD80.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD81.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD82.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD83.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD84.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD85.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD86.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD87.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD88.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD89.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8A.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8B.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8C.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8D.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8E.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8F.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8G.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8H.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611

COPY ~ExpandedClasses/spl/USCDSH1.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH2.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCDSH3.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH4.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCDSH5.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH6.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613


COPY ~ExpandedClasses/itm/USCDSH5.itm~ ~override~
  SAY NAME1 @602
  SAY NAME2 @602
  SAY DESC @603
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW2 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSH6.itm~ ~override~
  SAY NAME1 @604
  SAY NAME2 @604
  SAY DESC @605
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW2 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSH7.itm~ ~override~
  SAY NAME1 @606
  SAY NAME2 @606
  SAY DESC @607
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW2 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSH8.itm~ ~override~
  SAY NAME1 @608
  SAY NAME2 @608
  SAY DESC @609
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDW2 + 0x4000) parameter2 = 9 timing = 2 power = 1 END

ACTION_IF GAME_IS ~bg2ee eet~ BEGIN

<<<<<<<< d5/cechall+.d
EXTEND_BOTTOM CECHALLE 2

 IF ~LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDW2)
~ THEN REPLY #55515  DO ~ClearAllActions()

StartCutSceneMode()

StartCutSceneEx("Cut63a",FALSE)

~ EXIT

 IF ~LevelLT(Player1,14)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDW2)
~ THEN REPLY #58673  EXIT
END

EXTEND_BOTTOM CECHALLE 4
  IF ~  Global("CerndChallenge","GLOBAL",0)
	Global("PlayerHasStronghold","GLOBAL",0)
	Kit(Player1,USCDW2)
~ THEN DO ~SetGlobal("SPRITE_IS_DEADFaldorn","GLOBAL",1)
SetGlobal("SPRITE_IS_DEADcefaldor","GLOBAL",1)
SetNumTimesTalkedTo(1)
~ GOTO 7
END
>>>>>>>> 
COMPILE ~d5/cechall+.d~

<<<<<<<< d5/cefaldo+.d
EXTEND_BOTTOM CEFALDOR 2

  IF ~See(Player1)
	!StateCheck(Player1,STATE_SLEEPING)
	Kit(Player1,USCDW2)
~ THEN REPLY #9621  GOTO 13

  IF ~ !Name("Jaheira",Player2)
	!Name("Cernd",Player2)
	See(Player2)
	!StateCheck(Player2,STATE_SLEEPING)
	Kit(Player2,USCDW2)
~ THEN REPLY #9948  GOTO 22

  IF ~ !Name("Jaheira",Player3)
	!Name("Cernd",Player3)
	See(Player3)
	!StateCheck(Player3,STATE_SLEEPING)
	Kit(Player3,USCDW2)
~ THEN REPLY #9952  GOTO 22

  IF ~ !Name("Jaheira",Player4)
	!Name("Cernd",Player4)
	See(Player4)
	!StateCheck(Player4,STATE_SLEEPING)
	Kit(Player4,USCDW2)
~ THEN REPLY #9953  GOTO 22

  IF ~ !Name("Jaheira",Player5)
	!Name("Cernd",Player5)
	See(Player5)
	!StateCheck(Player5,STATE_SLEEPING)
	Kit(Player5,USCDW2)
~ THEN REPLY #9954  GOTO 22

  IF ~ !Name("Jaheira",Player6)
	!Name("Cernd",Player6)
	See(Player6)
	!StateCheck(Player6,STATE_SLEEPING)
	Kit(Player6,USCDW2)
~ THEN REPLY #9955  GOTO 22
END

EXTEND_BOTTOM CEFALDOR 5

  IF ~ 	Kit(Player1,USCDW2)
~ THEN REPLY #9866  DO ~SetGlobal("TalkedFaldor1","GLOBAL",1)
~ GOTO 0
END
>>>>>>>> 
COMPILE ~d5/cefaldo+.d~

<<<<<<<< d5/druidad+.d
EXTEND_BOTTOM DRUIDAD 0

  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDW2)
~ THEN GOTO 1
END

EXTEND_BOTTOM DRUIDAD 10
  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDW2)
~ THEN GOTO 11

  IF ~ False()
	LevelGT(Player2,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player2,USCDW2)
~ THEN GOTO 12

  IF ~ False()
	LevelGT(Player3,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player3,USCDW2)
~ THEN GOTO 13

  IF ~ False()
	LevelGT(Player4,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player4,USCDW2)
~ THEN GOTO 14

  IF ~ False()
	LevelGT(Player5,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player5,USCDW2)
~ THEN GOTO 15

  IF ~ False()
	LevelGT(Player6,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player6,USCDW2)
~ THEN GOTO 16
END
>>>>>>>> 
COMPILE ~d5/druidad+.d~

END




ADD_KIT ~USCD01~
	~USCD01 1 1 1 1 1 1 1 1~
      ~USCD01 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USCD01 0 0 0 0 9 15~
	~USCD01 0 0 0 0 0 0~
	~USCD01 0 0 0 0 17 17~
        ~USCD01 0 0 0 0 17 17~
	~USCD01 0 1 0 1 1 1 0 1 0~
	~USCD01 1 0 1 1 0 1~
	~ExpandedClasses/CLABUSCD.2da~
	~K_C_H	K_C_D   K_C_G   K_C_E   K_C_HE   K_C_HL   K_C_HO~
	~0x00020000 3~
	~USN~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~cleric/druid~
	SAY ~Cleric/Druid~
	SAY ~CLERIC/DRUID: A cleric/druid is a student both of nature and their patron deity. A cleric/druid may draw upon both forms of magic to cast <PRO_HISHER> spells, but must follow the tenets of both faiths, and is forbidden from using both edged weapons and metal weapons or armor.

Class Features:

- All experience points gained are reduced by 50%.
- May cast twice as many spells per day of each spell level compared to a single-classed cleric.
- May cast both cleric and druid spells.
- May only wear non-metallic armor and use non-metallic weapons.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.

- Hit Die: d8

Prime Requisites For Dual-Classing: Wisdom, Charisma
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~CLERIC/DRUID~)
	STR_VAR
		kit_name = ~USCD01~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END

ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN

	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~USCD01~ clabfile = ~CLABUSCD~ END

END

COPY ~ExpandedClasses/tables/USCD01.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD02.2da~ ~override~

COPY ~ExpandedClasses/tables/CLABUSCD.2da~ ~override~

COPY ~ExpandedClasses/spl/USCD00.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD01.spl~ ~override~

COPY ~ExpandedClasses/spl/USCDH1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH7.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH8.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH9.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHA.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHB.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHB1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHB2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHC.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHC1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHC2.spl~ ~override~

COPY ~ExpandedClasses/spl/USCD9A.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9B.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9X.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601

COPY ~ExpandedClasses/spl/USCD90.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD91.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD92.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD93.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD94.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD95.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD96.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD97.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD98.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD99.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9A.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9B.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9X.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601


COPY ~ExpandedClasses/spl/USCDSH1.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH2.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCDSH3.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH4.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCDSH5.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCDSH6.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613

COPY ~ExpandedClasses/itm/USCDSH9.itm~ ~override~
  SAY NAME1 @602
  SAY NAME2 @602
  SAY DESC @603
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCD01 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSHA.itm~ ~override~
  SAY NAME1 @604
  SAY NAME2 @604
  SAY DESC @605
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCD01 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSHB.itm~ ~override~
  SAY NAME1 @606
  SAY NAME2 @606
  SAY DESC @607
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCD01 + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCDSHC.itm~ ~override~
  SAY NAME1 @608
  SAY NAME2 @608
  SAY DESC @609
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCD01 + 0x4000) parameter2 = 9 timing = 2 power = 1 END


ACTION_IF GAME_IS ~bg2ee eet~ BEGIN

<<<<<<<< d5/cechall+.d
EXTEND_BOTTOM CECHALLE 2

 IF ~LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCD01)
~ THEN REPLY #55515  DO ~ClearAllActions()

StartCutSceneMode()

StartCutSceneEx("Cut63a",FALSE)

~ EXIT

 IF ~LevelLT(Player1,14)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCD01)
~ THEN REPLY #58673  EXIT
END

EXTEND_BOTTOM CECHALLE 4
  IF ~  Global("CerndChallenge","GLOBAL",0)
	Global("PlayerHasStronghold","GLOBAL",0)
	Kit(Player1,USCD01)
~ THEN DO ~SetGlobal("SPRITE_IS_DEADFaldorn","GLOBAL",1)
SetGlobal("SPRITE_IS_DEADcefaldor","GLOBAL",1)
SetNumTimesTalkedTo(1)
~ GOTO 7
END
>>>>>>>> 
COMPILE ~d5/cechall+.d~

<<<<<<<< d5/cefaldo+.d
EXTEND_BOTTOM CEFALDOR 2

  IF ~See(Player1)
	!StateCheck(Player1,STATE_SLEEPING)
	Kit(Player1,USCD01)
~ THEN REPLY #9621  GOTO 13

  IF ~ !Name("Jaheira",Player2)
	!Name("Cernd",Player2)
	See(Player2)
	!StateCheck(Player2,STATE_SLEEPING)
	Kit(Player2,USCD01)
~ THEN REPLY #9948  GOTO 22

  IF ~ !Name("Jaheira",Player3)
	!Name("Cernd",Player3)
	See(Player3)
	!StateCheck(Player3,STATE_SLEEPING)
	Kit(Player3,USCD01)
~ THEN REPLY #9952  GOTO 22

  IF ~ !Name("Jaheira",Player4)
	!Name("Cernd",Player4)
	See(Player4)
	!StateCheck(Player4,STATE_SLEEPING)
	Kit(Player4,USCD01)
~ THEN REPLY #9953  GOTO 22

  IF ~ !Name("Jaheira",Player5)
	!Name("Cernd",Player5)
	See(Player5)
	!StateCheck(Player5,STATE_SLEEPING)
	Kit(Player5,USCD01)
~ THEN REPLY #9954  GOTO 22

  IF ~ !Name("Jaheira",Player6)
	!Name("Cernd",Player6)
	See(Player6)
	!StateCheck(Player6,STATE_SLEEPING)
	Kit(Player6,USCD01)
~ THEN REPLY #9955  GOTO 22
END

EXTEND_BOTTOM CEFALDOR 5

  IF ~ 	Kit(Player1,USCD01)
~ THEN REPLY #9866  DO ~SetGlobal("TalkedFaldor1","GLOBAL",1)
~ GOTO 0
END
>>>>>>>> 
COMPILE ~d5/cefaldo+.d~

<<<<<<<< d5/druidad+.d
EXTEND_BOTTOM DRUIDAD 0

  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCD01)
~ THEN GOTO 1
END

EXTEND_BOTTOM DRUIDAD 10
  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCD01)
~ THEN GOTO 11

  IF ~ False()
	LevelGT(Player2,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player2,USCD01)
~ THEN GOTO 12

  IF ~ False()
	LevelGT(Player3,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player3,USCD01)
~ THEN GOTO 13

  IF ~ False()
	LevelGT(Player4,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player4,USCD01)
~ THEN GOTO 14

  IF ~ False()
	LevelGT(Player5,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player5,USCD01)
~ THEN GOTO 15

  IF ~ False()
	LevelGT(Player6,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player6,USCD01)
~ THEN GOTO 16
END
>>>>>>>> 
COMPILE ~d5/druidad+.d~

END



ADD_KIT ~USCDWX~
	~USCDWX 1 1 1 1 1 1 1 1~
      ~USCDWX 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 2 0 0 0 0 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USCDWX 0 0 0 18 9 15~
	~USCDWX 0 0 0 0 0 0~
	~USCDWX 0 0 0 0 0 0~
        ~USCDWX 0 0 0 0 0 0~
	~USCDWX 0 1 0 1 1 1 0 1 0~
	~USCDWX 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSCX.2da~
	~K_FMT_H	K_FMT_D   K_FMT_G   K_FMT_E   K_FMT_HE   K_FMT_HL   K_FMT_HO~
	~0x00004000 10~
	~USN~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~fighter/cleric/druid/mage/thief~
	SAY ~Fighter/Cleric/Druid/Mage/Thief~
	SAY ~FIGHTER/CLERIC/DRUID/MAGE/THIEF: A student of nature, the Weave, their patron deity, and the martial arts, a fighter/cleric/druid/mage/thief may draw upon all forms of magic to cast <PRO_HISHER> spells, though <PRO_HESHE> must abide by the item restrictions of both druids and clerics.

Class Features:

- All experience points gained are reduced by 25%.
- May cast both cleric and druid spells from the mage spellbook, and may cast three times as many spells per day.
- Does not gain bonus spells from Wisdom.
- May only wear non-metallic armor and use non-metallic weapons (staffs, clubs, and slings).
- Cannot use Turn Undead.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.
- Must possess 18 Intelligence, and gains +1 Intelligence at level 1 in order to be able to learn mage spells alongside <PRO_HISHER> priest spells.
- Chooses High Level Abilities using innate abilities gained at mage level 12+ rather than during the level up screen. WARNING: The fighter/druid/cleric/mage/thief only learns HLAs upon gaining mage levels, which determine <PRO_HISHER> spellbook. While <PRO_HESHE> gains 5 HLAs for each level, beginning at level 12, it takes 4.5 million XP to reach level 13, with a long gap in between. Some fighter/druid/cleric/mage/thieves may never gain enough experience to learn more than 5 or 10 HLAs.

~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~FIGHTER/CLERIC/DRUID/MAGE/THIEF~)
	STR_VAR
		kit_name = ~USCDWX~
		clswpbon = ~1 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

LAF qd_multiclass
  STR_VAR 
      kit_name = ~USCDWX~ //the internal name for your kit (e.g. QDMAGUS) 
      kit_clab = ~CLABUSCX~ //the internal name of your kit's clab file, without the .2da extension
      base_class = ~M~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END

ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN

	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~USCDWX~ clabfile = ~CLABUSCX~ END

END

COPY ~ExpandedClasses/tables/USCD01X.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD02X.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD03X.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD04X.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD05X.2da~ ~override~

COPY ~ExpandedClasses/tables/USCD01.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD02.2da~ ~override~
COPY ~ExpandedClasses/tables/USCD03.2da~ ~override~

COPY ~ExpandedClasses/tables/CLABUSCX.2da~ ~override~

COPY ~ExpandedClasses/spl/USCD00.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD01.spl~ ~override~

COPY ~ExpandedClasses/spl/USCXH00.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH04.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH05.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH06.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH07.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH10.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH11.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH12.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH13.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH17.spl~ ~override~

COPY ~ExpandedClasses/spl/USCDXH1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH7.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH8.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXH9.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXHA.spl~ ~override~

COPY ~ExpandedClasses/spl/USCXH1A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH2A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH3A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH4A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH5A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH6A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH7A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH8A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXH9A.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXHAA.spl~ ~override~


COPY ~ExpandedClasses/spl/USCDXX1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXX2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXX3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXX4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXX5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXX6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXX7.spl~ ~override~


COPY ~ExpandedClasses/spl/USCD0X.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X0.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCD0X7.spl~ ~override~


COPY ~ExpandedClasses/spl/USCD9X.spl~ ~override~
  SAY NAME1 @614
  SAY NAME2 @614
  SAY UNIDENTIFIED_DESC @615
  SAY IDENTIFIED_DESC @615
COPY ~ExpandedClasses/spl/USCD9X1.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X2.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X3.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X4.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X5.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X6.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X7.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X8.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9X9.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625
COPY ~ExpandedClasses/spl/USCD9XA.spl~ ~override~
  SAY NAME1 @624
  SAY NAME2 @624
  SAY UNIDENTIFIED_DESC @625
  SAY IDENTIFIED_DESC @625



COPY ~ExpandedClasses/spl/USCXHW8.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXHW9.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXHW0.spl~ ~override~


COPY ~ExpandedClasses/spl/USCDH1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH7.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH8.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDH9.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHA.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHB.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHC.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHD.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHE.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHF.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHG.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDHH.spl~ ~override~

COPY ~ExpandedClasses/spl/USCD9A.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9B.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601
COPY ~ExpandedClasses/spl/USCD9X.spl~ ~override~
  SAY NAME1 @600
  SAY NAME2 @600
  SAY UNIDENTIFIED_DESC @601
  SAY IDENTIFIED_DESC @601

COPY ~ExpandedClasses/spl/USCD80.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD81.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD82.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD83.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD84.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD85.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD86.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD87.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD88.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD89.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8A.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8B.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8C.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8D.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8E.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8F.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8G.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611
COPY ~ExpandedClasses/spl/USCD8H.spl~ ~override~
  SAY NAME1 @610
  SAY NAME2 @610
  SAY UNIDENTIFIED_DESC @611
  SAY IDENTIFIED_DESC @611

COPY ~ExpandedClasses/spl/USCXSH1.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCXSH2.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCXSH3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCXSH4.spl~ ~override~


COPY ~ExpandedClasses/itm/USCXSH1.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWX + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @602
  SAY NAME2 @602
  SAY DESC @603
COPY ~ExpandedClasses/itm/USCXSH2.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWX + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @604
  SAY NAME2 @604
  SAY DESC @605
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWX + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCXSH3.itm~ ~override~
  SAY NAME1 @606
  SAY NAME2 @606
  SAY DESC @607
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWX + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCXSH4.itm~ ~override~
  SAY NAME1 @608
  SAY NAME2 @608
  SAY DESC @609
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWX + 0x4000) parameter2 = 9 timing = 2 power = 1 END


ACTION_IF GAME_IS ~bg2ee eet~ BEGIN

<<<<<<<< d5/cechall+.d
EXTEND_BOTTOM CECHALLE 2

 IF ~LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDWX)
~ THEN REPLY #55515  DO ~ClearAllActions()

StartCutSceneMode()

StartCutSceneEx("Cut63a",FALSE)

~ EXIT

 IF ~LevelLT(Player1,14)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDWX)
~ THEN REPLY #58673  EXIT
END

EXTEND_BOTTOM CECHALLE 4
  IF ~  Global("CerndChallenge","GLOBAL",0)
	Global("PlayerHasStronghold","GLOBAL",0)
	Kit(Player1,USCDWX)
~ THEN DO ~SetGlobal("SPRITE_IS_DEADFaldorn","GLOBAL",1)
SetGlobal("SPRITE_IS_DEADcefaldor","GLOBAL",1)
SetNumTimesTalkedTo(1)
~ GOTO 7
END
>>>>>>>> 
COMPILE ~d5/cechall+.d~

<<<<<<<< d5/cefaldo+.d
EXTEND_BOTTOM CEFALDOR 2

  IF ~See(Player1)
	!StateCheck(Player1,STATE_SLEEPING)
	Kit(Player1,USCDWX)
~ THEN REPLY #9621  GOTO 13

  IF ~ !Name("Jaheira",Player2)
	!Name("Cernd",Player2)
	See(Player2)
	!StateCheck(Player2,STATE_SLEEPING)
	Kit(Player2,USCDWX)
~ THEN REPLY #9948  GOTO 22

  IF ~ !Name("Jaheira",Player3)
	!Name("Cernd",Player3)
	See(Player3)
	!StateCheck(Player3,STATE_SLEEPING)
	Kit(Player3,USCDWX)
~ THEN REPLY #9952  GOTO 22

  IF ~ !Name("Jaheira",Player4)
	!Name("Cernd",Player4)
	See(Player4)
	!StateCheck(Player4,STATE_SLEEPING)
	Kit(Player4,USCDWX)
~ THEN REPLY #9953  GOTO 22

  IF ~ !Name("Jaheira",Player5)
	!Name("Cernd",Player5)
	See(Player5)
	!StateCheck(Player5,STATE_SLEEPING)
	Kit(Player5,USCDWX)
~ THEN REPLY #9954  GOTO 22

  IF ~ !Name("Jaheira",Player6)
	!Name("Cernd",Player6)
	See(Player6)
	!StateCheck(Player6,STATE_SLEEPING)
	Kit(Player6,USCDWX)
~ THEN REPLY #9955  GOTO 22
END

EXTEND_BOTTOM CEFALDOR 5

  IF ~ 	Kit(Player1,USCDWX)
~ THEN REPLY #9866  DO ~SetGlobal("TalkedFaldor1","GLOBAL",1)
~ GOTO 0
END
>>>>>>>> 
COMPILE ~d5/cefaldo+.d~

<<<<<<<< d5/druidad+.d
EXTEND_BOTTOM DRUIDAD 0

  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDWX)
~ THEN GOTO 1
END

EXTEND_BOTTOM DRUIDAD 10
  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDWX)
~ THEN GOTO 11

  IF ~ False()
	LevelGT(Player2,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player2,USCDWX)
~ THEN GOTO 12

  IF ~ False()
	LevelGT(Player3,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player3,USCDWX)
~ THEN GOTO 13

  IF ~ False()
	LevelGT(Player4,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player4,USCDWX)
~ THEN GOTO 14

  IF ~ False()
	LevelGT(Player5,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player5,USCDWX)
~ THEN GOTO 15

  IF ~ False()
	LevelGT(Player6,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player6,USCDWX)
~ THEN GOTO 16
END
>>>>>>>> 
COMPILE ~d5/druidad+.d~

END

COPY_EXISTING	~SPPR101.spl~ ~override/USCDW101.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR102.spl~ ~override/USCDW102.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR103.spl~ ~override/USCDW103.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR104.spl~ ~override/USCDW104.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR105.spl~ ~override/USCDW105.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR106.spl~ ~override/USCDW106.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR107.spl~ ~override/USCDW107.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR108.spl~ ~override/USCDW108.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR109.spl~ ~override/USCDW109.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR110.spl~ ~override/USCDW110.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR111.spl~ ~override/USCDW111.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR113.spl~ ~override/USCDW113.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR116.spl~ ~override/USCDW116.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR117.spl~ ~override/USCDW117.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR118.spl~ ~override/USCDW118.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR119.spl~ ~override/USCDW119.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR201.spl~ ~override/USCDW201.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR202.spl~ ~override/USCDW202.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR203.spl~ ~override/USCDW203.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR204.spl~ ~override/USCDW204.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR205.spl~ ~override/USCDW205.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR206.spl~ ~override/USCDW206.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR207.spl~ ~override/USCDW207.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR208.spl~ ~override/USCDW208.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR209.spl~ ~override/USCDW209.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR210.spl~ ~override/USCDW210.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR211.spl~ ~override/USCDW211.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR212.spl~ ~override/USCDW212.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR213.spl~ ~override/USCDW213.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR214.spl~ ~override/USCDW214.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR216.spl~ ~override/USCDW216.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR217.spl~ ~override/USCDW217.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR218.spl~ ~override/USCDW218.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR219.spl~ ~override/USCDW219.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR301.spl~ ~override/USCDW301.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR302.spl~ ~override/USCDW302.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR303.spl~ ~override/USCDW303.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR304.spl~ ~override/USCDW304.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR305.spl~ ~override/USCDW305.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR306.spl~ ~override/USCDW306.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR307.spl~ ~override/USCDW307.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR308.spl~ ~override/USCDW308.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR309.spl~ ~override/USCDW309.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR310.spl~ ~override/USCDW310.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR311.spl~ ~override/USCDW311.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR312.spl~ ~override/USCDW312.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR313.spl~ ~override/USCDW313.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR314.spl~ ~override/USCDW314.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR315.spl~ ~override/USCDW315.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR317.spl~ ~override/USCDW317.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR318.spl~ ~override/USCDW318.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR319.spl~ ~override/USCDW319.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR320.spl~ ~override/USCDW320.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR321.spl~ ~override/USCDW321.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR322.spl~ ~override/USCDW322.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR323.spl~ ~override/USCDW323.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR324.spl~ ~override/USCDW324.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR325.spl~ ~override/USCDW325.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR326.spl~ ~override/USCDW326.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR327.spl~ ~override/USCDW327.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR328.spl~ ~override/USCDW328.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR329.spl~ ~override/USCDW329.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR330.spl~ ~override/USCDW330.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR401.spl~ ~override/USCDW401.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR402.spl~ ~override/USCDW402.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR403.spl~ ~override/USCDW403.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR404.spl~ ~override/USCDW404.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR405.spl~ ~override/USCDW405.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR406.spl~ ~override/USCDW406.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR407.spl~ ~override/USCDW407.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR408.spl~ ~override/USCDW408.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR409.spl~ ~override/USCDW409.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR410.spl~ ~override/USCDW410.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR411.spl~ ~override/USCDW411.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR412.spl~ ~override/USCDW412.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR413.spl~ ~override/USCDW413.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR414.spl~ ~override/USCDW414.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR415.spl~ ~override/USCDW415.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR416.spl~ ~override/USCDW416.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR417.spl~ ~override/USCDW417.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR418.spl~ ~override/USCDW418.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR419.spl~ ~override/USCDW419.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR420.spl~ ~override/USCDW420.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR421.spl~ ~override/USCDW421.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR422.spl~ ~override/USCDW422.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR423.spl~ ~override/USCDW423.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR424.spl~ ~override/USCDW424.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR425.spl~ ~override/USCDW425.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR426.spl~ ~override/USCDW426.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR427.spl~ ~override/USCDW427.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR428.spl~ ~override/USCDW428.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR429.spl~ ~override/USCDW429.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR501.spl~ ~override/USCDW501.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR502.spl~ ~override/USCDW502.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR503.spl~ ~override/USCDW503.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR504.spl~ ~override/USCDW504.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR505.spl~ ~override/USCDW505.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR506.spl~ ~override/USCDW506.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR507.spl~ ~override/USCDW507.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR508.spl~ ~override/USCDW508.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR509.spl~ ~override/USCDW509.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR510.spl~ ~override/USCDW510.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR511.spl~ ~override/USCDW511.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR512.spl~ ~override/USCDW512.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR513.spl~ ~override/USCDW513.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR514.spl~ ~override/USCDW514.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR515.spl~ ~override/USCDW515.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR516.spl~ ~override/USCDW516.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR517.spl~ ~override/USCDW517.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR518.spl~ ~override/USCDW518.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR519.spl~ ~override/USCDW519.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR520.spl~ ~override/USCDW520.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR521.spl~ ~override/USCDW521.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR522.spl~ ~override/USCDW522.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR523.spl~ ~override/USCDW523.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR524.spl~ ~override/USCDW524.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR525.spl~ ~override/USCDW525.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR601.spl~ ~override/USCDW601.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR602.spl~ ~override/USCDW602.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR603.spl~ ~override/USCDW603.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR604.spl~ ~override/USCDW604.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR605.spl~ ~override/USCDW605.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR606.spl~ ~override/USCDW606.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR607.spl~ ~override/USCDW607.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR608.spl~ ~override/USCDW608.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR609.spl~ ~override/USCDW609.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR610.spl~ ~override/USCDW610.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR611.spl~ ~override/USCDW611.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR612.spl~ ~override/USCDW612.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR613.spl~ ~override/USCDW613.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR614.spl~ ~override/USCDW614.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR615.spl~ ~override/USCDW615.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR616.spl~ ~override/USCDW616.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR617.spl~ ~override/USCDW617.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR701.spl~ ~override/USCDW701.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR702.spl~ ~override/USCDW702.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR703.spl~ ~override/USCDW703.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR704.spl~ ~override/USCDW704.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR705.spl~ ~override/USCDW705.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR706.spl~ ~override/USCDW706.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR707.spl~ ~override/USCDW707.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR708.spl~ ~override/USCDW708.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR709.spl~ ~override/USCDW709.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR710.spl~ ~override/USCDW710.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR711.spl~ ~override/USCDW711.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR712.spl~ ~override/USCDW712.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR713.spl~ ~override/USCDW713.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR714.spl~ ~override/USCDW714.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR715.spl~ ~override/USCDW715.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR717.spl~ ~override/USCDW717.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR718.spl~ ~override/USCDW718.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR719.spl~ ~override/USCDW719.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR720.spl~ ~override/USCDW720.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR721.spl~ ~override/USCDW721.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR725.spl~ ~override/USCDW725.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR729.spl~ ~override/USCDW729.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR731.spl~ ~override/USCDW731.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR732.spl~ ~override/USCDW732.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR733.spl~ ~override/USCDW733.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR734.spl~ ~override/USCDW734.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR735.spl~ ~override/USCDW735.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR736.spl~ ~override/USCDW736.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR737.spl~ ~override/USCDW737.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR738.spl~ ~override/USCDW738.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR739.spl~ ~override/USCDW739.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS



ADD_KIT ~USCDWT~
	~USCDWT 1 1 1 1 1 1 1 1~
      ~USCDWT 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 1 0 0 0 0 1 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USCDWT 0 9 0 0 9 15~
	~USCDWT 0 0 0 0 0 0~
	~USCDWT 0 0 0 0 0 0~
        ~USCDWT 0 0 0 0 0 0~
	~USCDWT 0 1 0 1 1 1 0 1 0~
	~USCDWT 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSCT.2da~
	~K_MT_H	K_MT_D   K_MT_G   K_MT_E   K_MT_HE   K_MT_HL   K_MT_HO~
	~0x00004000 13~
	~US2~
	~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~druid/thief~
	SAY ~Druid/Thief~
	SAY ~DRUID/THIEF: This character can use the abilities of a Druid and a Thief, though the Druid/Thief cannot be proficient in weapons outside druidic practice, and the Druid/Thief may not cast spells while wearing armor.

Class Features:

- May cast druid spells from the mage spellbook.
- Does not gain bonus spells from Wisdom.
- May not cast spells while wearing armor.
- May only achieve Proficiency in weapons usable by both thieves and druids (scimitars, daggers, clubs, staffs, slings, and darts) and may only wield weapons or wear equipment usable by thieves and mages.
- 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day.
- 15th level: Becomes immune to poison.
- 18th level: Gains 10% resistance to cold, fire, electricity, and acid; gains a further 10% resistance at levels 21 and 24.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~DRUID/THIEF~)
	STR_VAR
		kit_name = ~USCDWT~
		clswpbon = ~1 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

LAF qd_multiclass
  STR_VAR 
      kit_name = ~USCDWT~ //the internal name for your kit (e.g. QDMAGUS) 
      kit_clab = ~CLABUSCT~ //the internal name of your kit's clab file, without the .2da extension
      base_class = ~M~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END

ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN

	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~USCDWT~ clabfile = ~CLABUSCT~ END

END

//COPY ~ExpandedClasses/tables/USCD03.2da~ ~override~

COPY ~ExpandedClasses/tables/CLABUSCT.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUS2.2da~ ~override~

COPY ~ExpandedClasses/spl/USCDXT1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT7.spl~ ~override~

COPY ~ExpandedClasses/spl/USCT00.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT1.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT2.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT3.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT4.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT5.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT6.spl~ ~override~
COPY ~ExpandedClasses/spl/USCDXT7.spl~ ~override~


COPY ~ExpandedClasses/spl/USCTSH1.spl~ ~override~
  SAY NAME1 @612
  SAY NAME2 @612
  SAY UNIDENTIFIED_DESC @612
  SAY IDENTIFIED_DESC @612
COPY ~ExpandedClasses/spl/USCTSH2.spl~ ~override~
  SAY NAME1 @613
  SAY NAME2 @613
  SAY UNIDENTIFIED_DESC @613
  SAY IDENTIFIED_DESC @613
COPY ~ExpandedClasses/spl/USCTSH3.spl~ ~override~
  SAY NAME1 @606
  SAY NAME2 @606
  SAY UNIDENTIFIED_DESC @607
  SAY IDENTIFIED_DESC @607
COPY ~ExpandedClasses/spl/USCTSH4.spl~ ~override~
  SAY NAME1 @608
  SAY NAME2 @608
  SAY UNIDENTIFIED_DESC @609
  SAY IDENTIFIED_DESC @609


COPY ~ExpandedClasses/itm/USCTSH1.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWT + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @602
  SAY NAME2 @602
  SAY DESC @603
COPY ~ExpandedClasses/itm/USCTSH2.itm~ ~override~
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWT + 0x4000) parameter2 = 9 timing = 2 power = 1 END
  SAY NAME1 @604
  SAY NAME2 @604
  SAY DESC @605
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWT + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCTSH3.itm~ ~override~
  SAY NAME1 @606
  SAY NAME2 @606
  SAY DESC @607
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWT + 0x4000) parameter2 = 9 timing = 2 power = 1 END
COPY ~ExpandedClasses/itm/USCTSH4.itm~ ~override~
  SAY NAME1 @608
  SAY NAME2 @608
  SAY DESC @609
LPF ADD_ITEM_EQEFFECT INT_VAR opcode = 319 target = 1 parameter1 = (USCDWT + 0x4000) parameter2 = 9 timing = 2 power = 1 END


ACTION_IF GAME_IS ~bg2ee eet~ BEGIN

<<<<<<<< d5/cechall+.d
EXTEND_BOTTOM CECHALLE 2

 IF ~LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDWT)
~ THEN REPLY #55515  DO ~ClearAllActions()

StartCutSceneMode()

StartCutSceneEx("Cut63a",FALSE)

~ EXIT

 IF ~LevelLT(Player1,14)
	Global("GreatDruid","GLOBAL",0)
	!Global("GaveTitle","LOCALS",1)
	Kit(Player1,USCDWT)
~ THEN REPLY #58673  EXIT
END

EXTEND_BOTTOM CECHALLE 4
  IF ~  Global("CerndChallenge","GLOBAL",0)
	Global("PlayerHasStronghold","GLOBAL",0)
	Kit(Player1,USCDWT)
~ THEN DO ~SetGlobal("SPRITE_IS_DEADFaldorn","GLOBAL",1)
SetGlobal("SPRITE_IS_DEADcefaldor","GLOBAL",1)
SetNumTimesTalkedTo(1)
~ GOTO 7
END
>>>>>>>> 
COMPILE ~d5/cechall+.d~

<<<<<<<< d5/cefaldo+.d
EXTEND_BOTTOM CEFALDOR 2

  IF ~See(Player1)
	!StateCheck(Player1,STATE_SLEEPING)
	Kit(Player1,USCDWT)
~ THEN REPLY #9621  GOTO 13

  IF ~ !Name("Jaheira",Player2)
	!Name("Cernd",Player2)
	See(Player2)
	!StateCheck(Player2,STATE_SLEEPING)
	Kit(Player2,USCDWT)
~ THEN REPLY #9948  GOTO 22

  IF ~ !Name("Jaheira",Player3)
	!Name("Cernd",Player3)
	See(Player3)
	!StateCheck(Player3,STATE_SLEEPING)
	Kit(Player3,USCDWT)
~ THEN REPLY #9952  GOTO 22

  IF ~ !Name("Jaheira",Player4)
	!Name("Cernd",Player4)
	See(Player4)
	!StateCheck(Player4,STATE_SLEEPING)
	Kit(Player4,USCDWT)
~ THEN REPLY #9953  GOTO 22

  IF ~ !Name("Jaheira",Player5)
	!Name("Cernd",Player5)
	See(Player5)
	!StateCheck(Player5,STATE_SLEEPING)
	Kit(Player5,USCDWT)
~ THEN REPLY #9954  GOTO 22

  IF ~ !Name("Jaheira",Player6)
	!Name("Cernd",Player6)
	See(Player6)
	!StateCheck(Player6,STATE_SLEEPING)
	Kit(Player6,USCDWT)
~ THEN REPLY #9955  GOTO 22
END

EXTEND_BOTTOM CEFALDOR 5

  IF ~ 	Kit(Player1,USCDWT)
~ THEN REPLY #9866  DO ~SetGlobal("TalkedFaldor1","GLOBAL",1)
~ GOTO 0
END
>>>>>>>> 
COMPILE ~d5/cefaldo+.d~

<<<<<<<< d5/druidad+.d
EXTEND_BOTTOM DRUIDAD 0

  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDWT)
~ THEN GOTO 1
END

EXTEND_BOTTOM DRUIDAD 10
  IF ~ LevelGT(Player1,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player1,USCDWT)
~ THEN GOTO 11

  IF ~ False()
	LevelGT(Player2,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player2,USCDWT)
~ THEN GOTO 12

  IF ~ False()
	LevelGT(Player3,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player3,USCDWT)
~ THEN GOTO 13

  IF ~ False()
	LevelGT(Player4,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player4,USCDWT)
~ THEN GOTO 14

  IF ~ False()
	LevelGT(Player5,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player5,USCDWT)
~ THEN GOTO 15

  IF ~ False()
	LevelGT(Player6,13)
	Global("GreatDruid","GLOBAL",0)
	Kit(Player6,USCDWT)
~ THEN GOTO 16
END
>>>>>>>> 
COMPILE ~d5/druidad+.d~

END


COPY_EXISTING	~SPPR101.spl~ ~override/USCDW101.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR102.spl~ ~override/USCDW102.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR103.spl~ ~override/USCDW103.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR104.spl~ ~override/USCDW104.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR105.spl~ ~override/USCDW105.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR106.spl~ ~override/USCDW106.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR107.spl~ ~override/USCDW107.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR108.spl~ ~override/USCDW108.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR109.spl~ ~override/USCDW109.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR110.spl~ ~override/USCDW110.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR111.spl~ ~override/USCDW111.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR113.spl~ ~override/USCDW113.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR116.spl~ ~override/USCDW116.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR117.spl~ ~override/USCDW117.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR118.spl~ ~override/USCDW118.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR119.spl~ ~override/USCDW119.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR201.spl~ ~override/USCDW201.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR202.spl~ ~override/USCDW202.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR203.spl~ ~override/USCDW203.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR204.spl~ ~override/USCDW204.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR205.spl~ ~override/USCDW205.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR206.spl~ ~override/USCDW206.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR207.spl~ ~override/USCDW207.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR208.spl~ ~override/USCDW208.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR209.spl~ ~override/USCDW209.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR210.spl~ ~override/USCDW210.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR211.spl~ ~override/USCDW211.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR212.spl~ ~override/USCDW212.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR213.spl~ ~override/USCDW213.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR214.spl~ ~override/USCDW214.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR216.spl~ ~override/USCDW216.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR217.spl~ ~override/USCDW217.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR218.spl~ ~override/USCDW218.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR219.spl~ ~override/USCDW219.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR301.spl~ ~override/USCDW301.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR302.spl~ ~override/USCDW302.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR303.spl~ ~override/USCDW303.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR304.spl~ ~override/USCDW304.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR305.spl~ ~override/USCDW305.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR306.spl~ ~override/USCDW306.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR307.spl~ ~override/USCDW307.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR308.spl~ ~override/USCDW308.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR309.spl~ ~override/USCDW309.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR310.spl~ ~override/USCDW310.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR311.spl~ ~override/USCDW311.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR312.spl~ ~override/USCDW312.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR313.spl~ ~override/USCDW313.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR314.spl~ ~override/USCDW314.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR315.spl~ ~override/USCDW315.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR317.spl~ ~override/USCDW317.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR318.spl~ ~override/USCDW318.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR319.spl~ ~override/USCDW319.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR320.spl~ ~override/USCDW320.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR321.spl~ ~override/USCDW321.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR322.spl~ ~override/USCDW322.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR323.spl~ ~override/USCDW323.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR324.spl~ ~override/USCDW324.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR325.spl~ ~override/USCDW325.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR326.spl~ ~override/USCDW326.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR327.spl~ ~override/USCDW327.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR328.spl~ ~override/USCDW328.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR329.spl~ ~override/USCDW329.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR330.spl~ ~override/USCDW330.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR401.spl~ ~override/USCDW401.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR402.spl~ ~override/USCDW402.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR403.spl~ ~override/USCDW403.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR404.spl~ ~override/USCDW404.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR405.spl~ ~override/USCDW405.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR406.spl~ ~override/USCDW406.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR407.spl~ ~override/USCDW407.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR408.spl~ ~override/USCDW408.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR409.spl~ ~override/USCDW409.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR410.spl~ ~override/USCDW410.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR411.spl~ ~override/USCDW411.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR412.spl~ ~override/USCDW412.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR413.spl~ ~override/USCDW413.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR414.spl~ ~override/USCDW414.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR415.spl~ ~override/USCDW415.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR416.spl~ ~override/USCDW416.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR417.spl~ ~override/USCDW417.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR418.spl~ ~override/USCDW418.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR419.spl~ ~override/USCDW419.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR420.spl~ ~override/USCDW420.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR421.spl~ ~override/USCDW421.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR422.spl~ ~override/USCDW422.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR423.spl~ ~override/USCDW423.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR424.spl~ ~override/USCDW424.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR425.spl~ ~override/USCDW425.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR426.spl~ ~override/USCDW426.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR427.spl~ ~override/USCDW427.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR428.spl~ ~override/USCDW428.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR429.spl~ ~override/USCDW429.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR501.spl~ ~override/USCDW501.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR502.spl~ ~override/USCDW502.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR503.spl~ ~override/USCDW503.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR504.spl~ ~override/USCDW504.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR505.spl~ ~override/USCDW505.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR506.spl~ ~override/USCDW506.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR507.spl~ ~override/USCDW507.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR508.spl~ ~override/USCDW508.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR509.spl~ ~override/USCDW509.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR510.spl~ ~override/USCDW510.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR511.spl~ ~override/USCDW511.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR512.spl~ ~override/USCDW512.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR513.spl~ ~override/USCDW513.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR514.spl~ ~override/USCDW514.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR515.spl~ ~override/USCDW515.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR516.spl~ ~override/USCDW516.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR517.spl~ ~override/USCDW517.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR518.spl~ ~override/USCDW518.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR519.spl~ ~override/USCDW519.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR520.spl~ ~override/USCDW520.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR521.spl~ ~override/USCDW521.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR522.spl~ ~override/USCDW522.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR523.spl~ ~override/USCDW523.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR524.spl~ ~override/USCDW524.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR525.spl~ ~override/USCDW525.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR601.spl~ ~override/USCDW601.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR602.spl~ ~override/USCDW602.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR603.spl~ ~override/USCDW603.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR604.spl~ ~override/USCDW604.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR605.spl~ ~override/USCDW605.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR606.spl~ ~override/USCDW606.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR607.spl~ ~override/USCDW607.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR608.spl~ ~override/USCDW608.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR609.spl~ ~override/USCDW609.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR610.spl~ ~override/USCDW610.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR611.spl~ ~override/USCDW611.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR612.spl~ ~override/USCDW612.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR613.spl~ ~override/USCDW613.spl~
WRITE_BYTE 28 1
COPY_EXISTING	~SPPR614.spl~ ~override/USCDW614.spl~
WRITE_BYTE 28 1

COPY_EXISTING	~SPPR615.spl~ ~override/USCDW615.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR616.spl~ ~override/USCDW616.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR617.spl~ ~override/USCDW617.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR701.spl~ ~override/USCDW701.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR702.spl~ ~override/USCDW702.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR703.spl~ ~override/USCDW703.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR704.spl~ ~override/USCDW704.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR705.spl~ ~override/USCDW705.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR706.spl~ ~override/USCDW706.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR707.spl~ ~override/USCDW707.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR708.spl~ ~override/USCDW708.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR709.spl~ ~override/USCDW709.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR710.spl~ ~override/USCDW710.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR711.spl~ ~override/USCDW711.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR712.spl~ ~override/USCDW712.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR713.spl~ ~override/USCDW713.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR714.spl~ ~override/USCDW714.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR715.spl~ ~override/USCDW715.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR717.spl~ ~override/USCDW717.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR718.spl~ ~override/USCDW718.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR719.spl~ ~override/USCDW719.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR720.spl~ ~override/USCDW720.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR721.spl~ ~override/USCDW721.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR725.spl~ ~override/USCDW725.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR729.spl~ ~override/USCDW729.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR731.spl~ ~override/USCDW731.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS
COPY_EXISTING	~SPPR732.spl~ ~override/USCDW732.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR733.spl~ ~override/USCDW733.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR734.spl~ ~override/USCDW734.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR735.spl~ ~override/USCDW735.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR736.spl~ ~override/USCDW736.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR737.spl~ ~override/USCDW737.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR738.spl~ ~override/USCDW738.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

COPY_EXISTING	~SPPR739.spl~ ~override/USCDW739.spl~
WRITE_BYTE 28 1
BUT_ONLY IF_EXISTS

//end druid multiclasses


ADD_KIT ~USFM01~
	~USFM01 1 1 1 1 1 1 1 1~
      ~USFM01 0 0 0 0 0 0 0 0 0 2 2 0 0 2 2 2 0 2 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USFM01 9 9 0 0 9 0~
	~USFM01 0 0 0 0 0 0~
	~USFM01 0 0 0 0 0 0~
        ~USFM01 0 0 0 0 0 0~
	~USFM01 1 1 1 0 0 0 0 0 0~
	~USFM01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSFM.2da~
	~K_MN_H~
	~0x00000000 20~
	~USN~
	~* * * BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 SW1H24~
	SAY ~fighter/monk~
	SAY ~Fighter/Monk~
	SAY ~FIGHTER/MONK: Fighter/Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, skilled in both armed and unarmed combat. Though Fighter/Monks cannot cast spells, they have a unique magic of their own: They channel a subtle energy, called ki, which allows them to perform amazing feats.

Class Features:

- All experience points gained are reduced by 50%.
- May achieve Specialization (two proficiency points) in Single Weapon Style and any weapon a monk can use: long swords, short swords, katanas, scimitars, daggers, and clubs.
- Gains an additional unarmed half attack per round every 4 levels rather than 3.
- Chooses High Level Abilities using innate abilities gained at level 15+ rather than during the level up screen.
- May use Smite once per day at level 16.

~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~FIGHTER/MONK~)
	STR_VAR
		kit_name = ~USFM01~
		clswpbon = ~1 4 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPPRS~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

COPY ~ExpandedClasses/tables/CLABUSFM.2da~ ~override~
COPY ~ExpandedClasses/tables/USFM03.2da~ ~override~
COPY ~ExpandedClasses/tables/USFM03A.2da~ ~override~

COPY ~ExpandedClasses/spl/USFM02.spl~ ~override~
COPY ~ExpandedClasses/spl/USFM02B.spl~ ~override~
COPY ~ExpandedClasses/spl/USFM02C.spl~ ~override~
COPY ~ExpandedClasses/spl/USFM02D.spl~ ~override~
COPY ~ExpandedClasses/spl/USFM02E.spl~ ~override~
COPY ~ExpandedClasses/spl/USFM02F.spl~ ~override~
COPY ~ExpandedClasses/spl/USFM02G.spl~ ~override~

COPY ~ExpandedClasses/spl/USFM01.spl~ ~override~
  SAY NAME1 @626
  SAY NAME2 @626
  SAY UNIDENTIFIED_DESC @627
  SAY IDENTIFIED_DESC @627
COPY ~ExpandedClasses/spl/USFM01B.spl~ ~override~
  SAY NAME1 @626
  SAY NAME2 @626
  SAY UNIDENTIFIED_DESC @627
  SAY IDENTIFIED_DESC @627
COPY ~ExpandedClasses/spl/USFM01C.spl~ ~override~
  SAY NAME1 @628
  SAY NAME2 @628
  SAY UNIDENTIFIED_DESC @629
  SAY IDENTIFIED_DESC @629
COPY ~ExpandedClasses/spl/USFM01D.spl~ ~override~
  SAY NAME1 @628
  SAY NAME2 @628
  SAY UNIDENTIFIED_DESC @629
  SAY IDENTIFIED_DESC @629
COPY ~ExpandedClasses/spl/USFM01E.spl~ ~override~
  SAY NAME1 @628
  SAY NAME2 @628
  SAY UNIDENTIFIED_DESC @629
  SAY IDENTIFIED_DESC @629
COPY ~ExpandedClasses/spl/USFM01F.spl~ ~override~
  SAY NAME1 @628
  SAY NAME2 @628
  SAY UNIDENTIFIED_DESC @629
  SAY IDENTIFIED_DESC @629
COPY ~ExpandedClasses/spl/USFM01G.spl~ ~override~
  SAY NAME1 @628
  SAY NAME2 @628
  SAY UNIDENTIFIED_DESC @629
  SAY IDENTIFIED_DESC @629
COPY ~ExpandedClasses/spl/USFM01H.spl~ ~override~
  SAY NAME1 @628
  SAY NAME2 @628
  SAY UNIDENTIFIED_DESC @629
  SAY IDENTIFIED_DESC @629


BEGIN "Seer Kit for Clerics and Druids" //

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"


ADD_KIT ~USSE00~
	~USSE00 1 1 1 1 1 1 1 1~
      ~USSE00 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 1 1 0 0 0 1 0 0 0 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSE00 0 0 0 0 16 15~
	~USSE00 0 0 0 0 0 0~
	~USSE00 0 0 0 0 17 17~
        ~USSE00 0 0 0 0 17 17~
	~USSE00 0 1 0 1 1 1 0 1 0~
	~USSE00 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSS.2da~
	~K_D_H	K_D_D   K_D_G   K_D_E   K_D_HE   K_D_HL   K_D_HO~
	~0x10000000 11~
	~USE~
	~* * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~seer~
	SAY ~Seer~
	SAY ~SEER: A seer is a person gifted with a rare form of extrasensory perception. Every seer's powers are unique: some can feel the heartbeat and see through the eyes of distant beings; some hear voices from long-forgotten ages; some witness prophecies years or even centuries into the future; some can see the world around them shifting forwards and backwards in time; and some become so lost in their visions that they become blind to the distinction between themselves and other beings, and experience reality directly from the minds of others. Whether their powers are inherited from distant ancestors or just the fluke of divine circumstance, seers are fountains of information and memory, and are often sought out for their predictions and their guidance.

Advantages:

- Gains +3 Lore per level.
- Immunity to blindness and hostile illusion spells.
- Can detect and target invisible creatures with spells.
- Supernatural Insight: As the Seer learns to control <PRO_HISHER> sight, <PRO_HESHE> may use <PRO_HISHER> extrasensory perception to aid <PRO_HESHE> in combat. The Seer's abilities grow as <PRO_HESHE> gains levels.

Level 1: +1 to AC and THAC0. Gains an additional +1 to AC and THAC0 for every 2 levels after 1st. May cast Identify as an innate ability once per day.
Level 2: +1 to saving throws. Gains an additional +1 to saving throws for every 3 levels after 2nd.
Level 3: +1 to critical hit rolls. Gains an additional +1 to critical hit rolls for every 4 levels after 3rd. May cast Share Insight once per day.
Level 4: +1 to luck. Gains an additional +1 to luck for every 5 levels after 4th.
Level 5: May cast Dissociation once per day.
Level 7: May cast True Seeing once per day.
Level 9: May cast Secret Word once per day.
Level 11: May cast Share Mass Insight once per day.
Level 13: May cast Foresight once per day.
Level 14: May cast Call Seer's Voice once per day.

SHARE INSIGHT: Through close bonding with <PRO_HISHER> allies, the Seer may communicate telepathically with a single creature and share a portion of <PRO_HISHER> insight with them. For one round per level (up to a maximum of 20 rounds), the targeted creature will gain half of the Seer's insight bonuses, rounded up.

DISSOCIATION: The Seer may reach into the minds of other beings and see through their eyes as if they were <PRO_HISHER> own. For 10 rounds, the caster can see everything within the visual range of all creatures currently on the map.

SHARE MASS INSIGHT: Through close bonding with <PRO_HISHER> community, the Seer may communicate telepathically with <PRO_HISHER> allies and share a portion of <PRO_HISHER> insight with them. For one round per three levels (up to a maximum of 6 rounds at level 18), all allied creatures nearby will gain half of the Seer's insight bonuses, rounded up.

FORESIGHT: With great concentration, the Seer may close off <PRO_HISHER> mind to all distractions and focus <PRO_HISHER> insight on the immediate future. For one round per four levels (up to a maximum of 5 rounds at level 20), all of the Seer's insight bonuses are doubled.

CALL SEER'S VOICE: The Seer turns <PRO_HISHER> sight inward and gazes into the source of <PRO_HISHER> powers. When the Seer uses this ability, <PRO_HESHE> brings a pale shadow of the source into being, creating a near-exact replica of the Seer at 60% of <PRO_HISHER> level and with 60% of the Seer's hit points. The entity is immune to mind-affecting magic and instant death effects, but is otherwise identical to the caster, though it cannot use the Seer's innate abilities. The ghost will last for 10 rounds or until it is destroyed.

Disadvantages:

- May cast one fewer spell per day per spell level than other priests.
- Immune to invisibility and other beneficial illusion spells.
- May not wear armor, helmets, or shields.
- Cannot shapeshift.
- May not dual-class.
- Alignment restricted to neutral good, lawful neutral, true neutral, chaotic neutral, and neutral evil.

High Level Abilities:
Critical Strike
Use Any Item (does not allow the use of armor)
Evasion
Greater Evasion
Alchemy
Scribe Scrolls

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~SEER~)
	STR_VAR
		kit_name = ~USSE00~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

ADD_KIT ~USSE01~
	~USSE01 1 1 1 1 1 1 1 1~
      ~USSE01 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~USSE01 0 0 0 0 16 0~
	~USSE01 0 0 0 0 0 0~
	~USSE01 0 0 0 0 17 0~
        ~USSE01 0 0 0 0 17 0~
	~USSE01 0 1 0 1 1 1 0 1 0~
	~USSE01 0 0 0 0 0 0~
	~ExpandedClasses/CLABUSSE.2da~
	~K_C_H	K_C_D   K_C_G   K_C_E   K_C_HE   K_C_HL   K_C_HO~
	~0x10000000 3~
	~USE~
	~* * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
	SAY ~seer~
	SAY ~Seer~
	SAY ~SEER: A seer is a person gifted with a rare form of extrasensory perception. Every seer's powers are unique: some can feel the heartbeat and see through the eyes of distant beings; some hear voices from long-forgotten ages; some witness prophecies years or even centuries into the future; some can see the world around them shifting forwards and backwards in time; and some become so lost in their visions that they become blind to the distinction between themselves and other beings, and experience reality directly from the minds of others. Whether their powers are inherited from distant ancestors or just the fluke of divine circumstance, seers are fountains of information and memory, and are often sought out for their predictions and their guidance.

Advantages:

- Gains +3 Lore per level.
- Immunity to blindness and hostile illusion spells.
- Can detect and target invisible creatures with spells.
- Supernatural Insight: As the Seer learns to control <PRO_HISHER> sight, <PRO_HESHE> may use <PRO_HISHER> extrasensory perception to aid <PRO_HESHE> in combat. The Seer's abilities grow as <PRO_HESHE> gains levels.

Level 1: +1 to AC and THAC0. Gains an additional +1 to AC and THAC0 for every 2 levels after 1st. May cast Identify as an innate ability once per day.
Level 2: +1 to saving throws. Gains an additional +1 to saving throws for every 3 levels after 2nd.
Level 3: +1 to critical hit rolls. Gains an additional +1 to critical hit rolls for every 4 levels after 3rd. May cast Share Insight once per day.
Level 4: +1 to luck. Gains an additional +1 to luck for every 5 levels after 4th.
Level 5: May cast Dissociation once per day.
Level 7: May cast True Seeing once per day.
Level 9: May cast Secret Word once per day.
Level 11: May cast Share Mass Insight once per day.
Level 13: May cast Foresight once per day.
Level 14: May cast Call Seer's Voice once per day.

SHARE INSIGHT: Through close bonding with <PRO_HISHER> allies, the Seer may communicate telepathically with a single creature and share a portion of <PRO_HISHER> insight with them. For one round per level (up to a maximum of 20 rounds), the targeted creature will gain half of the Seer's insight bonuses, rounded up.

DISSOCIATION: The Seer may reach into the minds of other beings and see through their eyes as if they were <PRO_HISHER> own. For 10 rounds, the caster can see everything within the visual range of all creatures currently on the map.

SHARE MASS INSIGHT: Through close bonding with <PRO_HISHER> community, the Seer may communicate telepathically with <PRO_HISHER> allies and share a portion of <PRO_HISHER> insight with them. For one round per three levels (up to a maximum of 6 rounds at level 18), all allied creatures nearby will gain half of the Seer's insight bonuses, rounded up.

FORESIGHT: With great concentration, the Seer may close off <PRO_HISHER> mind to all distractions and focus <PRO_HISHER> insight on the immediate future. For one round per four levels (up to a maximum of 5 rounds at level 20), all of the Seer's insight bonuses are doubled.

CALL SEER'S VOICE: The Seer turns <PRO_HISHER> sight inward and gazes into the source of <PRO_HISHER> powers. When the Seer uses this ability, <PRO_HESHE> brings a pale shadow of the source into being, creating a near-exact replica of the Seer at 60% of <PRO_HISHER> level and with 60% of the Seer's hit points. The entity is immune to mind-affecting magic and instant death effects, but is otherwise identical to the caster, though it cannot use the Seer's innate abilities. The ghost will last for 10 rounds or until it is destroyed.

Disadvantages:

- May cast one fewer spell per day per spell level than other priests.
- Immune to invisibility and other beneficial illusion spells.
- May not wear armor, helmets, or shields.
- May not dual-class.

High Level Abilities:
Critical Strike
Use Any Item (does not allow the use of armor)
Evasion
Greater Evasion
Alchemy
Scribe Scrolls

- Hit Die: d6
~

LAF fl#add_kit_ee
	INT_VAR
		biography = RESOLVE_STR_REF (~~)
		briefdesc = RESOLVE_STR_REF (~SEER~)
	STR_VAR
		kit_name = ~USSE01~
		clswpbon = ~0 0 3~
		numwslot = ~2~
		clascolr = ~30 91 93 23 93~
		hpclass = ~HPROG~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
END 

COPY ~ExpandedClasses/spl/USSE00.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE01.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE02.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE03.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE04.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE05.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE15.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE16.spl~ ~override~

COPY ~ExpandedClasses/tables/CLABUSS.2da~ ~override~
COPY ~ExpandedClasses/tables/LUUSE.2da~ ~override~

COPY ~ExpandedClasses/spl/USSE11.spl~ ~override~
  SAY NAME1 @630
  SAY NAME2 @630
  SAY UNIDENTIFIED_DESC @631
  SAY IDENTIFIED_DESC @631
COPY ~ExpandedClasses/spl/USSE12.spl~ ~override~
  SAY NAME1 @632
  SAY NAME2 @632
  SAY UNIDENTIFIED_DESC @633
  SAY IDENTIFIED_DESC @633
COPY ~ExpandedClasses/spl/USSE13.spl~ ~override~
  SAY NAME1 @634
  SAY NAME2 @634
  SAY UNIDENTIFIED_DESC @635
  SAY IDENTIFIED_DESC @635
COPY ~ExpandedClasses/spl/USSE14.spl~ ~override~
  SAY NAME1 @636
  SAY NAME2 @636
  SAY UNIDENTIFIED_DESC @637
  SAY IDENTIFIED_DESC @637
COPY ~ExpandedClasses/spl/USSE17.spl~ ~override~
  SAY NAME1 @638
  SAY NAME2 @638
  SAY UNIDENTIFIED_DESC @639
  SAY IDENTIFIED_DESC @639
COPY ~ExpandedClasses/spl/USSE18.spl~ ~override~
  SAY NAME1 @640
  SAY NAME2 @640
  SAY UNIDENTIFIED_DESC @641
  SAY IDENTIFIED_DESC @641
COPY ~ExpandedClasses/spl/USSE19.spl~ ~override~
  SAY NAME1 @642
  SAY NAME2 @642
  SAY UNIDENTIFIED_DESC @643
  SAY IDENTIFIED_DESC @643
COPY ~ExpandedClasses/spl/USSE20.spl~ ~override~
  SAY NAME1 @644
  SAY NAME2 @644
  SAY UNIDENTIFIED_DESC @645
  SAY IDENTIFIED_DESC @645
COPY ~ExpandedClasses/spl/USSE21.spl~ ~override~
  SAY NAME1 @646
  SAY NAME2 @646
  SAY UNIDENTIFIED_DESC @647
  SAY IDENTIFIED_DESC @647
COPY ~ExpandedClasses/spl/USSE22.spl~ ~override~
  SAY NAME1 @648
  SAY NAME2 @648
  SAY UNIDENTIFIED_DESC @649
  SAY IDENTIFIED_DESC @649
COPY ~ExpandedClasses/spl/USSE23.spl~ ~override~
  SAY NAME1 @650
  SAY NAME2 @650
  SAY UNIDENTIFIED_DESC @651
  SAY IDENTIFIED_DESC @651
COPY ~ExpandedClasses/spl/USSE23B.spl~ ~override~
COPY ~ExpandedClasses/spl/USSE23C.spl~ ~override~
COPY ~ExpandedClasses/eff/USSE23D.eff~ ~override~





BEGIN "Better Stat Drain (recommended for Cross Class Kits and Vampyre Kit for Thieves)" //

COPY	"ExpandedClasses/spl/USSTATD1.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/USSTATD2.spl" override
	SAY 0xC #-1
COPY	"ExpandedClasses/spl/USSTATD3.spl" override
	SAY 0xC #-1

COPY_EXISTING_REGEXP ~.*\.itm~ override
LPF CLONE_EFFECT
INT_VAR
silent = 1
check_headers = 0
match_opcode = 208 // Minimum HP
opcode = 232 // Cast Spell on Condition
parameter1 = 0
STR_VAR
resource = ~USSTATD2~ // Spell filename
END
BUT_ONLY

COPY	"ExpandedClasses/eff/USSTATD4.eff" override
COPY	~ExpandedClasses/itm/WAWAK.itm~ ~override~
COPY	~ExpandedClasses/itm/MINDFLAY.itm~ ~override~
COPY	~ExpandedClasses/itm/NPSW06.itm~ ~override~
COPY	~ExpandedClasses/spl/SPCL121.spl~ override

//end better stat drain

BEGIN "Remove Race Restrictions for Classes" //

COPY ~ExpandedClasses/tables/KITTABLE.2da~ ~override~

//end remove race restrictions for classes


BEGIN "Dan_P's Fixpack (bugfixes for thief and wizard kits)"

INCLUDE "ExpandedClasses/lib/fl#add_kit_ee.tpa"
INCLUDE "ExpandedClasses/lib/2da_find_row_update.tpa"
INCLUDE "ExpandedClasses/lib/2da_missing_cols.tpa"
INCLUDE "ExpandedClasses/lib/backstabprep.tpa"
INCLUDE "ExpandedClasses/lib/d2_kit_ability_adder.tpa"
INCLUDE "ExpandedClasses/lib/get_kit_strref.tpa"
INCLUDE "ExpandedClasses/lib/weapprof_quick_edit_update.tpa"



////////////////////////////////////////////////////////////

ACTION_IF (GAME_IS ~iwdee~) BEGIN

  ACTION_IF (FILE_EXISTS ~override/CLABUSSD.2DA~) BEGIN    // Seducer
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USSD77~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @430

    COPY_EXISTING ~CLABUSSD.2DA~  ~override~
      LPF d2_kit_ability_adder INT_VAR level=7 passive=1 STR_VAR resource=~#EVASION~ END
    BUT_ONLY UNLESS ~AP_#EVASION~
  END


  ACTION_IF (FILE_EXISTS ~override/CLABUSAL.2DA~) BEGIN    // Alchemist
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USAL00~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @432
  END

  ACTION_IF (FILE_EXISTS ~override/CLABUSPW.2DA~) BEGIN    // Plasma Wizard
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USPW1~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @433
  END

  ACTION_IF (FILE_EXISTS ~override/CLABUSVA.2DA~) BEGIN    // Vampyre
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USVA00~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @434

    COPY_EXISTING ~CLABUSVA.2DA~  ~override~
      LPF d2_kit_ability_adder INT_VAR level=7 passive=1 STR_VAR resource=~#EVASION~ END
    BUT_ONLY UNLESS ~AP_#EVASION~
  END

  ACTION_IF (FILE_EXISTS ~override/CLABUSKT.2DA~) BEGIN    // Kensai (Thief)
    COPY_EXISTING ~CLABUSKT.2DA~  ~override~
      LPF d2_kit_ability_adder INT_VAR level=7 passive=1 STR_VAR resource=~#EVASION~ END
    BUT_ONLY UNLESS ~AP_#EVASION~
  END

END

////////////////////////////////////////////////////////////

ACTION_IF (GAME_IS ~bgee bg2ee eet~) BEGIN

  ACTION_IF (FILE_EXISTS ~override/CLABUSSD.2DA~) BEGIN    // Seducer
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USSD77~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @440
  END


  ACTION_IF (FILE_EXISTS ~override/CLABUSAL.2DA~) BEGIN    // Alchemist
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USAL00~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @442
  END

  ACTION_IF (FILE_EXISTS ~override/CLABUSPW.2DA~) BEGIN    // Plasma Wizard
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USPW1~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @443
  END

  ACTION_IF (FILE_EXISTS ~override/CLABUSVA.2DA~) BEGIN    // Vampyre
    LAF ~GET_KIT_STRREF~ STR_VAR kit_name=~USVA00~ RET kit_strref END
    STRING_SET_EVALUATE kit_strref @444
  END

END

////////////////////////////////////////////////////////////

//HLA fixes

ACTION_IF (FILE_EXISTS ~override/CLABUSSD.2DA~) BEGIN    // Seducer
  COPY_EXISTING ~LUSD7.2DA~  ~override~
    REPLACE_TEXTUALLY ~GA_(SD)060~  ~GA_(SD)060A~
  BUT_ONLY
  
  COPY_EXISTING ~(SD)060A.spl~  ~override~
    SAY NAME1 @106
    SAY UNIDENTIFIED_DESC @206
END
  

  
ACTION_IF (FILE_EXISTS ~override/CLABUSAL.2DA~) BEGIN    // Alchemist
  COPY_EXISTING ~(AL)114.spl~  ~override~
    LPF ALTER_EFFECT INT_VAR match_opcode=166 parameter1=25 END
  BUT_ONLY
END
  
ACTION_IF (FILE_EXISTS ~override/CLABUSPW.2DA~) BEGIN    // Plasma Wizard
  ACTION_IF !(FILE_EXISTS ~override/LUUSW.2DA~) BEGIN
    COPY ~ExpandedClasses/LUUSW.2DA~  ~override~
  END
  
  COPY_EXISTING ~USPWH08.spl~  ~override~
    SAY NAME1 @107
    SAY UNIDENTIFIED_DESC @207
END

////////////////////////////////////////////////////////////

//Add proper Sneak Attack progression

//Kensai (Thief)
ACTION_IF (FILE_EXISTS ~override/CLABUSKT.2DA~) BEGIN
  COPY_EXISTING ~BACKSTAB.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USKT00~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USKT00 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USKT00 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
  
  COPY_EXISTING ~CRIPPSTR.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USKT00~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USKT00 0 0 0 0 0 0 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USKT00 0 0 0 0 0 0 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7 7 8 8 8~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
  
  COPY_EXISTING ~SNEAKATT.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USKT00~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USKT00 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USKT00 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7 7 8 8 8 8 8 8 9 9 9~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
END

//Vampyre
ACTION_IF (FILE_EXISTS ~override/CLABUSVA.2DA~) BEGIN
  COPY_EXISTING ~BACKSTAB.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USVA00~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USVA00 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USVA00 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
  
  COPY_EXISTING ~CRIPPSTR.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USVA00~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USVA00 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USVA00 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
  
  COPY_EXISTING ~SNEAKATT.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USVA00~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USVA00 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USVA00 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
END

//Seducer
ACTION_IF (FILE_EXISTS ~override/CLABUSSD.2DA~) BEGIN
  COPY_EXISTING ~BACKSTAB.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USSD77~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USSD77 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USSD77 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
  
  COPY_EXISTING ~CRIPPSTR.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USSD77~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USSD77 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USSD77 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
  
  COPY_EXISTING ~SNEAKATT.2DA~  ~override~
    LPF 2da_find_row_delete STR_VAR row_name=~USSD77~ RET row_number columns END
    COUNT_2DA_COLS cols
    PATCH_IF (cols < 52) BEGIN    // Level      0         5         10        15        20        25        30        35        40
      INSERT_2DA_ROW row_number columns ~USSD77 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4~
    END
    ELSE BEGIN                      // Level    0         5         10        15        20        25        30        35        40        45        50
      INSERT_2DA_ROW row_number columns ~USSD77 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 5 5 5~
    END
    PRETTY_PRINT_2DA
  BUT_ONLY
END


////////////////////////////////////////////////////////////

LAF no_backstab STR_VAR kit=~USAT00~ END    // Archer (Thief) from Expanded Classes

