Skip to content
Draft
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file modified tpdata/co8infra.dat
Binary file not shown.
53 changes: 53 additions & 0 deletions tpdata/templeplus/lib/templeplus/constants.py
Original file line number Diff line number Diff line change
Expand Up @@ -3359,6 +3359,59 @@
spell_new_slot_lvl_9 = 1614


# Marshal Spells
spell_marshal_minor_aura = 3831
spell_marshal_major_aura = 3832
spell_marshal_adrenaline_boost = 3833

# Dragon Shaman Spells
spell_draconic_aura = 3840
spell_double_draconic_aura = 3841

# Aura Types
aura_type_minor = 1
aura_type_major = 2
aura_type_draconic = 3
aura_type_double_draconic = 4

#Aura Enums
aura_accurate_strike = 1
aura_art_of_war = 2
aura_Demand_fortitude = 3
aura_Determined_caster = 4
aura_force_of_will = 5
aura_master_of_opportunity = 6
aura_master_of_tactics = 7
aura_motivate_charisma = 8
aura_motivate_constitution = 9
aura_motivate_dexterity = 10
aura_motivate_intelligence = 11
aura_motivate_strength = 12
aura_motivate_wisdom = 13
aura_over_the_top = 14
aura_watchful_eye = 15
aura_hardy_soldiers = 16
aura_motivate_ardor = 17
aura_motivate_attack = 18
aura_motivate_care = 19
aura_motivate_urgency = 20
aura_resilient_troops = 21
aura_steady_hand = 22
aura_energy_shield = 23
aura_power = 24
aura_presence = 25
aura_resistance = 26
aura_senses = 27
aura_toughness = 28
aura_vigor = 29
aura_break_spell_resistance = 30
aura_energy = 31
aura_insight = 32
aura_resolve = 33
aura_stamina = 34
aura_swiftness =35


stat_strength = 0
stat_dexterity = 1
stat_constitution = 2
Expand Down
Binary file modified tpdata/tpgamefiles.dat
Binary file not shown.
3 changes: 3 additions & 0 deletions tpdatasrc/co8infra/scr/py00416standard_equipment_chest.py
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,9 @@ def give_default_starting_equipment(x = 0):
elif pc.stat_level_get(stat_level_fighter) > 0:
for aaa in [6013 ,6010 ,6011 ,6012 ,6059 ,4062 ,8014]:
create_item_in_inventory( aaa, pc )
elif pc.stat_level_get(stat_level_marshal) > 0:
for aaa in [6013, 6010, 6011, 6012, 6059, 4062, 8014]:
create_item_in_inventory( aaa, pc )
elif pc.stat_level_get(stat_level_monk) > 0:
if pc.stat_level_get(stat_race) in [race_gnome, race_halfling]:
for aaa in [6205 ,6202 ,4060 ,8014]: # dagger (4060) instead of quarterstaff
Expand Down
86 changes: 86 additions & 0 deletions tpdatasrc/tpgamefiles/mes/auras.mes
Original file line number Diff line number Diff line change
@@ -0,0 +1,86 @@
// Aura List
// Used by Marshal, Dragon Shaman and Draconic Aura Feats

// Marshal Auras
// 1-15 Minor Auras
// 16-22 Major Auras

{1}{Accurate Strike}
{2}{Art of War}
{3}{Demand Fortitude}
{4}{Determined Caster}
{5}{Force of Will}
{6}{Master of Opportunity}
{7}{Master of Tactics}
{8}{Motivate Charisma}
{9}{Motivate Constitution}
{10}{Motivate Dexterity}
{11}{Motivate Intelligence}
{12}{Motivate Strength}
{13}{Motivate Wisdom}
{14}{Over the Top}
{15}{Watchful Eye}
{16}{Hardy Soldiers}
{17}{Motivate Ardor}
{18}{Motivate Attack}
{19}{Motivate Care}
{20}{Motivate Urgency}
{21}{Resilient Troops}
{22}{Steady Hand}

// Draconic Auras
// PHB II: 23-29
// Dragon Magic 30+

{23}{Energy Shield}
{24}{Power}
{25}{Presence}
{26}{Resistance}
{27}{Senses}
{28}{Toughness}
{29}{Vigor}
{30}{Break Spell Resistance} // Renamed from Power as a different Aura is already named Power
{31}{Energy}
{32}{Insight}
{33}{Resolve}
{34}{Stamina}
{35}{Swiftness}

// Aura Tags
// Enums are +1000

{1001}{TAG_AURA_ACCURATE_STRIKE}
{1002}{TAG_AURA_ART_OF_WAR}
{1003}{TAG_AURA_DEMAND_FORTITUDE}
{1004}{TAG_AURA_DETERMINED_CASTER}
{1005}{TAG_AURA_FORCE_OF_WILL}
{1006}{TAG_AURA_MASTER_OF_OPPORTUNITY}
{1007}{TAG_AURA_MASTER_OF_TACTICS}
{1008}{TAG_AURA_MOTIVATE_CHARISMA}
{1009}{TAG_AURA_MOTIVATE_CONSTITUTION}
{1010}{TAG_AURA_MOTIVATE_DEXTERITY}
{1011}{TAG_AURA_MOTIVATE_INTELLIGENCE}
{1012}{TAG_AURA_MOTIVATE_STRENGTH}
{1013}{TAG_AURA_MOTIVATE_WISDOM}
{1014}{TAG_AURA_OVER_THE_TOP}
{1015}{TAG_AURA_WATCHFUL_EYE}
{1016}{TAG_AURA_HARDY_SOLDIERS}
{1017}{TAG_AURA_MOTIVATE_ARDOR}
{1018}{TAG_AURA_MOTIVATE_ATTACK}
{1019}{TAG_AURA_MOTIVATE_CARE}
{1020}{TAG_AURA_MOTIVATE_URGENCY}
{1021}{TAG_AURA_RESILIENT_TROOPS}
{1022}{TAG_AURA_STEADY_HAND}
{1023}{TAG_AURA_ENERGY_SHIELD}
{1024}{TAG_AURA_POWER}
{1025}{TAG_AURA_PRESENCE}
{1026}{TAG_AURA_RESISTANCE}
{1027}{TAG_AURA_SENSES}
{1028}{TAG_AURA_TOUGHNESS}
{1029}{TAG_AURA_VIGOR}
{1030}{TAG_AURA_BREAK_SPELL_RESISTANCE} // Renamed from Power as a different Aura is already named Power
{1031}{TAG_AURA_ENERGY}
{1032}{TAG_AURA_INSIGHT}
{1033}{TAG_AURA_RESOLVE}
{1034}{TAG_AURA_STAMINA}
{1035}{TAG_AURA_SWIFTNESS}
30 changes: 30 additions & 0 deletions tpdatasrc/tpgamefiles/mes/help/marshal_help.tab
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
TAG_MARSHALS TAG_NONCORE_CLASSES Marshals Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal. Characteristics: Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in combat. Marshals make passable warriors themselves, when personal danger finds them. Religion: Marshals often worship Heironeous (god of valor) or Kord (god of strength). Some worship St. Cuthbert (god of retribution), Hextor (god of tyranny), or Erythnul (god of slaughter). Other Classes: The marshal relies on the other classes in all ways -- it is his job to support a team, magnifying the strengths of each member for success in battles or forays into dangerous cavern complexes. Role: In most adventuring parties, the marshal serves as the lead tactician, while his comrades support him with spells, ranged attacks, and other effects. However, once a plan is in motion, most marshals enter the melee to assure victory. Alignment: Marshals may be of any alignment. Good-aligned marshals are often crusading leaders who seek out and fight evil. Lawful-aligned marshals accept commissions from people who face invasion by foreign aggressors. Chaotic-aligned marshals lead mercenaries to wherever the pay is best. Evil-aligned marshals tend to lead forces of foreign aggressors set on invasion and plunder. Hit Die: d8 Base Attack and Base Save Bonuses: see ~table~[TAG_CLASS_FEATURES_MARSHAL] Class Skills: ~Bluff~[TAG_BLUFF], ~Diplomacy~[TAG_DIPLOMACY], Handle Animal, ~Intimidate~[TAG_INTIMIDATE], Knowledge, ~Listen~[TAG_LISTEN], ~Perform~[TAG_PERFORM], Ride, ~Sense Motive~[TAG_SENSE_MOTIVE], Speak Language, ~Spot~[TAG_SPOT], ~Survival~[TAG_SURVIVAL], and ~Swim~[TAG_SWIM]. Skill Points at Each Level: 4 + Int modifier Class Features: [CMD_CHILDREN]
TAG_CLASS_FEATURES_MARSHAL_WEAPON_ARMOR_PROF TAG_MARSHALS Weapon and Armor Proficiency Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
TAG_CLASS_FEATURES_MARSHAL TAG_DUMMY Marshal Base Attack & Base Save Bonuses Level ~Base Attack Bonus~[TAG_LEVEL_BONUSES] ~Fortitude~[TAG_FORTITUDE] ~Save~[TAG_LEVEL_BONUSES] ~Reflex~[TAG_REFLEX] ~Save~[TAG_LEVEL_BONUSES] ~Will~[TAG_WILL] ~Save~[TAG_LEVEL_BONUSES] 1 @t+0 @t+2 @t+0 @t+2 2 @t+1 @t+3 @t+0 @t+3 3 @t+2 @t+3 @t+1 @t+3 4 @t+3 @t+4 @t+1 @t+4 5 @t+3 @t+4 @t+1 @t+4 6 @t+4 @t+5 @t+2 @t+5 7 @t+5 @t+5 @t+2 @t+5 8 @t+6/+1 @t+6 @t+2 @t+6 9 @t+6/+1 @t+6 @t+3 @t+6 10 @t+7/+2 @t+7 @t+3 @t+7 11 @t+8/+3 @t+7 @t+3 @t+7 12 @t+9/+4 @t+8 @t+4 @t+8 13 @t+9/+4 @t+8 @t+4 @t+8 14 @t+10/+5 @t+9 @t+4 @t+9 15 @t+11/+6/+1 @t+9 @t+5 @t+9 16 @t+12/+7/+2 @t+10 @t+5 @t+10 17 @t+12/+7/+2 @t+10 @t+5 @t+10 18 @t+13/+8/+3 @t+11 @t+6 @t+11 19 @t+14/+9/+4 @t+11 @t+6 @t+11 20 @t+15/+10/+5 @t+12 @t+6 @t+12
TAG_CLASS_FEATURES_MARSHAL_AURAS TAG_MARSHALS Marshal Auras The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table 1-5: The Marshal. All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other. Minor Auras: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. ~Minor Aura List~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS][CMD_CHILDREN_SORTED] Major Auras: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level. ~Major Aura List~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS][CMD_CHILDREN_SORTED]
TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS TAG_MARSHALS Minor Auras A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. Minor Aura List [CMD_CHILDREN_SORTED]
TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS TAG_MARSHALS Major Auras Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level. Major Aura List [CMD_CHILDREN_SORTED]
TAG_CLASS_FEATURES_MARSHAL_SKILL_FOCUS TAG_MARSHALS Skill Focus(Diplomacy) Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.
TAG_CLASS_FEATURES_MARSHAL_ADRENALINE_BOOST TAG_MARSHALS Adrenaline Boost Starting at 4th level, you can exhort your allies to discover a reservoir of energy they didn't think they had. Once per day, as a standard action, you can grant temporary hit points equal to your marshal level to any or all of your allies within 30 feet (but not to yourself). If the ally's current hit point total is no more than half his full normal hit points, the number of temporary hit points granted to that character is doubled (to twice your marshal level). This ability only affects allies with an Intelligence score of 3 or higher who can hear you and understand your language. The temporary hit points last for up to 1 minute per marshal level. At 8th level, you can use this ability twice per day. You can use it three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. If you use this ability on a creature that is still under the effect of a previous use, the new temporary hit points overlap (do not stack with) the temporary hit points the creature had remaining.
TAG_AURA_ACCURATE_STRIKE TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Accurate Strike ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on rolls made to confirm critical hits.
TAG_AURA_ART_OF_WAR TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Art of War ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on disarm, trip, bull rush, and sunder attempts.
TAG_AURA_DEMAND_FORTITUDE TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Demand Fortitude ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Fortitude saves.
TAG_AURA_DETERMINED_CASTER TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Determined Caster ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on rolls to overcome spell resistance.
TAG_AURA_FORCE_OF_WILL TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Force of Will ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Will saves.
TAG_AURA_MASTER_OF_OPPORTUNITY TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Master of Opportunity ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] to Armor Class against attacks of opportunity.
TAG_AURA_MASTER_OF_TACTICS TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Master of Tactics ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on damage rolls when flanking.
TAG_AURA_MOTIVATE_CHARISMA TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Motivate Charisma ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Charisma checks and Charisma-based skill checks.
TAG_AURA_MOTIVATE_CONSTITUTION TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Motivate Constitution ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Constitution checks and Constitution-based skill checks.
TAG_AURA_MOTIVATE_DEXTERITY TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Motivate Dexterity ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Dexterity checks and Dexterity-based skill checks.
TAG_AURA_MOTIVATE_INTELLIGENCE TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Motivate Intelligence ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Intelligence checks and Intelligence-based skill checks.
TAG_AURA_MOTIVATE_STRENGTH TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Motivate Strength ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Strength checks and Strength-based skill checks.
TAG_AURA_MOTIVATE_WISDOM TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Motivate Wisdom ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Wisdom checks and Wisdom-based skill checks.
TAG_AURA_OVER_THE_TOP TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Over the Top ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on damage rolls when charging.
TAG_AURA_WATCHFUL EYE TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS Watchful Eye ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MINOR_AURAS] on Reflex saves.
TAG_AURA_HARDY_SOLDIERS TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Hardy Soldiers The marshal's allies gain damage reduction equal to the amount of ~bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] the aura provides. For example, if the marshal is 10th level, everyone affected gains DR 2/-.
TAG_AURA_MOTIVATE_ARDOR TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Motivate Ardor ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] on damage rolls.
TAG_AURA_MOTIVATE_ATTACK TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Motivate Attack ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] on melee attack rolls.
TAG_AURA_MOTIVATE_CARE TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Motivate Care ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] to Armor Class.
TAG_AURA_MOTIVATE_URGENCY TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Motivate Urgency Allies' base land speed is increased by a number of feet equal to 5 x the amount of ~bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
TAG_AURA_RESILIENT_TROOPS TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Resilient Troops ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] on all saves.
TAG_AURA_STEADY_HAND TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS Steady Hand ~Aura Bonus~[TAG_CLASS_FEATURES_MARSHAL_MAJOR_AURAS] on ranged attack rolls.
6 changes: 6 additions & 0 deletions tpdatasrc/tpgamefiles/mes/spell_ext/aura_spells.mes
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
// Spell Enums for Draconic + Marshal Auras
{3831}{Marshal Minor Aura}
{3832}{Marshal Major Aura}
{3833}{Marshal Adrenaline Boost}
{3840}{Draconic Aura}
{3841}{Double Draconic Aura}
15 changes: 15 additions & 0 deletions tpdatasrc/tpgamefiles/mes/stat_ext.mes
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,9 @@

//
{82}{Fochlucan Lyrist}
{83}{Marshal}
{84}{Dragon Shaman}
{85}{Dragonheart Mage}

{300}{Psi Points} // max
{301}{Psi Points} // cur
Expand Down Expand Up @@ -137,6 +140,9 @@
{1080}{Rkvn}
{1081}{Ssnj}
{1082}{Foch}
{1083}{Mrshl}
{1084}{DrgSh}
{1085}{DrgHrt}



Expand Down Expand Up @@ -323,6 +329,15 @@ Bardic knowledge, Speak Druidic, Evasion.
Spells: 1st-level arcane and divine spells.
Decipher Script 7, Diplomacy 7, Gather Information 7, Perform 13, Sleight of Hand 7
}
{13076}Marshal{Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal.}
{13077}Dragon Shaman{Dragon Shamans TBD!}
{13078}Dragonheart Mage{Dragonheart Mage TBD!

Requirements
Spellcasting: Ability to spontaneously cast arcance spells.
Skills: Knowledge (arcana) 8
Feats: Draconic Heritage
}

// Cannot Pick Class Short Help Goes in the range of 20007+
{20007} Arcane Archer{Arcane Archer requirements:
Expand Down
76 changes: 76 additions & 0 deletions tpdatasrc/tpgamefiles/rules/char_class/class083_marshal.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,76 @@
from toee import *
import char_class_utils
import char_editor
###################################################

def GetConditionName(): # used by API
return "Marshal"

def GetCategory():
return "Miniatures Handbook Base Classes"

def GetClassDefinitionFlags():
return CDF_BaseClass

def GetClassHelpTopic():
return "TAG_MARSHALS"

classEnum = stat_level_marshal

###################################################

class_feats = {

1: (feat_armor_proficiency_light, feat_armor_proficiency_medium, feat_armor_proficiency_heavy, feat_shield_proficiency, feat_simple_weapon_proficiency,
feat_martial_weapon_proficiency_all, feat_skill_focus_diplomacy, "Marshal Minor Auras"),
2: ("Marshal Major Auras",),
4: ("Marshal Adrenaline Boost",)
}

class_skills = (skill_bluff, skill_diplomacy, skill_handle_animal, skill_intimidate, skill_knowledge_all, skill_listen, skill_perform, skill_ride, skill_sense_motive, skill_spot, skill_wilderness_lore, skill_swim)

def IsEnabled():
return 1

def GetHitDieType():
return 8

def GetSkillPtsPerLevel():
return 4

def GetBabProgression():
return base_attack_bonus_type_semi_martial

def IsFortSaveFavored():
return 1

def IsRefSaveFavored():
return 0

def IsWillSaveFavored():
return 1

def GetSpellListType():
return spell_list_type_none

def IsClassSkill(skillEnum):
return char_class_utils.IsClassSkill(class_skills, skillEnum)

def IsClassFeat(featEnum):
return char_class_utils.IsClassFeat(class_feats, featEnum)

def GetClassFeats():
return class_feats

def IsAlignmentCompatible(alignment):
return 1

def ObjMeetsPrereqs(obj):
return 1

def GetDeityClass():
return stat_level_fighter

## Levelup
def LevelupSpellsFinalize( obj, classLvlNew = -1 ):
return 0
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
from toee import *
import tpactions

def GetActionName():
return "Activate Marshal Minor Aura"

def GetActionDefinitionFlags():
return D20ADF_MagicEffectTargeting

def GetTargetingClassification():
return D20TC_CastSpell

def GetActionCostType():
return D20ACT_Swift_Action

def AddToSequence(d20action, action_seq, tb_status):
action_seq.add_action(d20action)
return AEC_OK
Loading