void configure() { ::configure(); set_bestowal_name("fire protection"); set_bestowal_type(Travelers_Bestowal_Type_Kabatha_Resistance); set_bestowal_rarity(Rarity_Very_Unusual); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_Low); set_bestowal_required_bestowals(({ "kabatha", }));
void configure() { ::configure(); set_bestowal_name("atmospheric enhancements"); set_bestowal_type(Travelers_Bestowal_Type_Katakacha_Enhancement); set_bestowal_rarity(Rarity_Very_Unusual); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_Low); set_bestowal_required_bestowals(({ "katakacha", }));
void configure() { ::configure(); set_bestowal_name("katakacha abjuration"); set_bestowal_type(Travelers_Bestowal_Type_Katakacha_Enhancement); set_bestowal_rarity(Rarity_Very_Unusual); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_Moderate); set_bestowal_required_bestowals(({ "katakacha", }));
void configure() { ::configure(); set_bestowal_name("katakacha"); set_bestowal_type(Travelers_Bestowal_Type_Invocation); set_bestowal_rarity(Rarity_Unusual); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_High); set_bestowal_description("the ability to entreat Ganesha for a katakacha"); set_bestowal_katakacha_damage_types(({ ({ "order" }), }));
void configure() { ::configure(); set_bestowal_name("major sociability"); set_bestowal_type(Travelers_Bestowal_Type_Specialty_Access); set_bestowal_rarity(Rarity_Rare); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_High); set_bestowal_description("increased sociability"); set_bestowal_specialty_access(([ Specialty_Skills : Skill_Class(Skill_Class_Social)->query_skill_class_contents()->query_skill_code(), Specialty_Degree : 3, Specialty_Flags : Specialty_Flag_Accumulative_Only, ])); }
void configure() { ::configure(); set_bestowal_name("chaos resistance"); set_bestowal_type(Travelers_Bestowal_Type_Specialty_Access); set_bestowal_rarity(Rarity_Very_Rare); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_Low); set_bestowal_description("chaos resistance"); set_bestowal_specialty_access(([ Specialty_Skills : Skill_Chaos_Resistance, Specialty_Degree : 15, Specialty_Bonus : 1, Specialty_Flags : Specialty_Flag_Reveal, ])); }
void configure() { ::configure(); set_bestowal_name("minor combat prowess"); set_bestowal_type(Travelers_Bestowal_Type_Specialty_Access); set_bestowal_rarity(Rarity_Unusual); set_bestowal_universality(False); set_bestowal_value(Travelers_Bestowal_Value_Low); set_bestowal_description("marginally increased combat potential"); set_bestowal_specialty_access(([ Specialty_Skills : Skill_Class(Skill_Class_Combat)->query_skill_class_contents()->query_skill_code() + Skill_Class(Skill_Class_Close_Combat_Weapon)->query_skill_class_contents()->query_skill_code() + Skill_Class(Skill_Class_Ranged_Weapon)->query_skill_class_contents()->query_skill_code(), Specialty_Degree : 1, Specialty_Flags : Specialty_Flag_Accumulative_Only, ])); }
void configure() { ::configure(); set_bestowal_name("greater ring"); set_bestowal_type(Travelers_Bestowal_Type_Recurring); set_bestowal_rarity(Rarity_Rare); set_bestowal_universality(True); set_bestowal_value(Travelers_Bestowal_Value_High); set_bestowal_description("a ring of greater power"); set_bestowal_reward_process((: object who = $1; string ring_blueprint = random_element(rings ||= bestowal_rings()); if(!ring_blueprint) { warn("failed to select ring blueprint"); return; } bestowal_deliver(who, ring_blueprint); return; :));
void configure() { ::configure(); set_bestowal_name("lesser experience"); set_bestowal_type(Travelers_Bestowal_Type_Recurring); set_bestowal_rarity(Rarity_Common); set_bestowal_universality(True); set_bestowal_value(Travelers_Bestowal_Value_Low); set_bestowal_eligibility_condition(([ Condition_Type_Code : Condition_Type_Level, Condition_Value : Maximum_Level, Condition_Flags : Condition_Flag_Inverse, ])); set_bestowal_description("some experience"); set_bestowal_reward_process((: object who = $1; int xp = Experience_Reward(Effect_Class_Lesser, who); who->add_experience(xp, Add_Experience_Flag_Unsplit | Add_Experience_Flag_Emotion); return; :));