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1.11
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bugfix
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subtledoctor committed Sep 25, 2015
1 parent b99ed64 commit 0602892
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Showing 2 changed files with 8 additions and 8 deletions.
4 changes: 2 additions & 2 deletions might_and_guile/components/160_sto.tpa
Original file line number Diff line number Diff line change
Expand Up @@ -168,10 +168,10 @@ CLEAR_ARRAYS

//IMPROVE PROTECTIVE SPELLS__________________________________________________________
//
COPY ~scales_of_balance/spells/sppr409.spl~ ~override~
COPY ~might_and_guile/spells/sppr409.spl~ ~override~
SAY NAME1 @1401
SAY UNIDENTIFIED_DESC @1402
COPY ~scales_of_balance/spells/sppr409.spl~ ~override/d5_galdw.spl~
COPY ~might_and_guile/spells/sppr409.spl~ ~override/d5_galdw.spl~
SAY NAME1 @1401
SAY UNIDENTIFIED_DESC @1402
WRITE_SHORT 0x1c 1
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12 changes: 6 additions & 6 deletions might_and_guile/language/english/setup.tra
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@
@265 = ~265: Revised Monk Fists~
@270 = ~270: Revised Bards~
@310 = ~310: Add the Corsair (fighter kit)~
@320 = ~320: Add the Marskman (fighter kit)~
@320 = ~320: Add the Marksman (fighter kit)~
@322 = ~322: Add the Elven Archer (ranger kit)~
@324 = ~324: Add the Halfling Slinger (ranger or fighter kit)~
@350 = ~350: Add the Mage Hunter (ranger kit)~
Expand Down Expand Up @@ -1024,7 +1024,7 @@ Disadvantages:
- May only specialize (++) with ranged weapons.
- May not wear heavier armor than studded leather.
~
@3202 = ~marskman~
@3202 = ~marksman~
@3203 = ~Marksman~
@3204 = ~MARKSMAN: This soldier is the epitome of skill with ranged weapons. He can make almost any shot, no matter how difficult. To become so skilled, the marksman has had to sacrifice some proficiency with melee weapons and armor.

Expand Down Expand Up @@ -1192,7 +1192,7 @@ Disadvantages:
~
@4101 = ~sniper~
@4102 = ~Sniper~
@4103 = ~SNIPER: Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marskman who can get the job done.
@4103 = ~SNIPER: Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marksman who can get the job done.

Advantages:
- +1 to hit and damage rolls with missiles weapon at levels 1, 3, 6, 10, 15, and 21.
Expand All @@ -1203,7 +1203,7 @@ Disadvantages:
- May only distribute 20 skill points per level among thieving skills.
- Reduced backstab multiplier.
~
@4104 = ~SNIPER: Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marskman who can get the job done.
@4104 = ~SNIPER: Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marksman who can get the job done.

Advantages:
- +1 to hit and damage rolls with missiles weapon at levels 1, 3, 6, 10, 15, and 21.
Expand All @@ -1214,8 +1214,8 @@ Disadvantages:
- May only distribute 20 skill points per level among thieving skills.
- Reduced backstab multiplier.
~
@4105 = ~Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marskman who can get the job done.~
@4106 = ~Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marskman who can get the job done.~
@4105 = ~Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marksman who can get the job done.~
@4106 = ~Whether you need to hit a target with a poisoned arrow or shoot a rope to the windowsill of a noble's mansion for a burglary, the sniper is a highly trained stealthy marksman who can get the job done.~
@4111 = ~Called Shot: Blind~
@4112 = ~Called Shot: Blind
In addition to normal damage, all successful ranged attacks within the next round will blind the target for 12 seconds unless the target makes a successful saving throw vs. paralyzation.~
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