O.O That's a new one too me. Some quick googling didn't really help me out so I am running to here for assistance. I've been forming a library of Custom Effects in an include that is called from another script, to be applied to the PC under certain conditions. It never produced any errors in the include screen, but when I compile a script with it included, it produces the above error.
Below is the include, starting from the line that is causing the issue.
//Library of Weapon Style Effects
//Defender Weapon Style Effect, 3/+20 DR, 2% chance to miss
effect EffectDefenderStyle(object oPC);
effect EffectDefenderStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectMissChance(2, MISS_CHANCE_TYPE_NORMAL), oPC); //2% Miss Chance
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageReduction(5, DAMAGE_POWER_PLUS_TWENTY), oPC); //Defender Damage Reduction, 5/+20
}
//Fencer Weapon Style Effect, +1d4 Piercing Damage, +2 Dodge Bonus, -5 Discipline
effect EffectFencerStyle(object oPC);
effect EffectFencerStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(2, AC_DODGE_BONUS), oPC); //Fencer AC increase
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d4(1), DAMAGE_TYPE_PIERCING), oPC); //+1d4 Piercing Damage
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectSkillDecrease(SKILL_DISCIPLINE, 5), oPC); //-5 Discipline Penalty
}
//Powerful Swings Style Effect, +1d6 Bludgeoning Damage, -2 Tumble, -1 Dodge AC
effect EffectPowerfulStyle(object oPC);
effect EffectPowerfulStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACDecrease(1, AC_DODGE_BONUS), oPC); //AC Decrease
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d6(1), DAMAGE_TYPE_BLUDGEONING), oPC); //+1d6 bludgeoning bonus
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectSkillDecrease(SKILL_TUMBLE, 2), oPC); //-2 Tumble
}
//Twin Blades Style Effect, +2 to off-hand attack bonus, -3 AC
effect EffectTwinBladesStyle(object oPC);
effect EffectTwinBladesStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACDecrease(3, AC_DODGE_BONUS), oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectAttackIncrease(2, ATTACK_BONUS_OFFHAND), oPC);
}
//Sun Fist unarmed style, +1d4 Bludgeoning
effect EffectSunFistStyle(object oPC);
effect EffectSunFistStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d4(1), DAMAGE_TYPE_BLUDGEONING), oPC); //+1d4 Bludgeoning bonus
}
//Tiger Fang unarmed style, +1d6 slashing
effect EffectTigerFangStyle(object oPC);
effect EffectTigerFangStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d6(1), DAMAGE_TYPE_SLASHING), oPC); //+1d6 slashing bonus
}
//Dragon Palm unarmed style, +1d6 magical bonus (aka chi)
effect EffectDragonPalmStyle(object oPC);
effect EffectDragonPalmStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d6(1), DAMAGE_TYPE_MAGICAL), oPC); //+1d6 magical "chi" bonus
}
//Ken-Seijin style, +2 Attack Bonus, +1d8 Slashing Bonus
effect EffectKenSeijinStyle(object oPC);
effect EffectKenSeijinStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d8(1), DAMAGE_TYPE_SLASHING), oPC); //+1d8 slashing damange bonus
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectAttackIncrease(2, ATTACK_BONUS_MISC), oPC); //+2 Attack Bonus
}
//Singing Sword style, +2 Attack Bonus, +1d6 Magical Bonus
effect EffectSingingSwordStyle(object oPC);
effect EffectSingingSwordStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d6(1), DAMAGE_TYPE_MAGICAL), oPC); //+1d6 Magical Bonus
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectAttackIncrease(2, ATTACK_BONUS_MISC), oPC); //+2 Attack Bonus
}
//Bear Claw style, +1d6 Magical Bonus, +1d6 Slashing Bonus
effect EffectBearClawStyle(object oPC);
effect EffectBearClawStyle(object oPC)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d6(1), DAMAGE_TYPE_MAGICAL), oPC); //+1d6 Magical Bonus
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(d6(1), DAMAGE_TYPE_SLASHING), oPC); //+1d6 Slashing Bonus
}
//Should theoretically remove any previously applied effects from weapon styles.
void RemovePreviousStyleEffects(object oPC);
void RemovePreviousStyleEffects(object oPC)
{
RemoveEffect(oPC, EffectDefenderStyle()); //Defender Style
RemoveEffect(oPC, EffectFencerStyle()); //Fencer Style
RemoveEffect(oPC, EffectPowerfulStyle()); //Powerful Swings style
RemoveEffect(oPC, EffectTwinBladesStyle()); //Twin Blades style
RemoveEffect(oPC, EffectSunFistStyle()); //Sun Fist style
RemoveEffect(oPC, EffectDragonPalmStyle()); //Dragon Palm style
RemoveEffect(oPC, EffectTigerFangStyle()); //Tiger Fang style
RemoveEffect(oPC, EffectKenSeijinStyle()); //Ken-Seijin Style
RemoveEffect(oPC, EffectSingingSwordStyle()); //Singing Sword Style
RemoveEffect(oPC, EffectBearClawStyle()); //Bear Claw Style
}