forked from Jaysyn/PRC8
67 lines
2.4 KiB
Plaintext
67 lines
2.4 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Speak with Plants
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//:: Spell FileName PHS_S_SpeakPlant
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Divination
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Level: Brd 4, Drd 3, Rgr 2
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Components: V, S
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 1 min./level
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You can comprehend and communicate with plants, including both normal plants
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and plant creatures. You are able to ask questions of and receive answers
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from plants. A regular plant<6E>s sense of its surroundings is limited, so it
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won<6F>t be able to give (or recognize) detailed descriptions of creatures or
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answer questions about events outside its immediate vicinity.
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The spell doesn<73>t make plant creatures any more friendly or cooperative than
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normal. Furthermore, wary and cunning plant creatures are likely to be terse
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and evasive, while the more stupid ones may make inane comments. If a plant
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creature is friendly toward you, it may do some favor or service for you.
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Note that not all plants, and maybe even none, may respond.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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See Speak with Animals.
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Similar concept, but of course, placables (usable ones) might be affected
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instead.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell Hook Check.
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if(!PHS_SpellHookCheck(PHS_SPELL_SPEAK_WITH_PLANTS)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// 1 Min/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel, nMetaMagic);
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// Delcare effects
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_NATURE);
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effect eCessate = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Remove previous castings
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_SPEAK_WITH_PLANTS, oTarget);
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// Signal spell cast at
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_SPEAK_WITH_PLANTS, FALSE);
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// Apply effects
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PHS_ApplyDurationAndVFX(oTarget, eVis, eCessate, fDuration);
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}
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