2025/08/15 Update

Added Verdant Lord PrC.
Added Create Infusion feat & crafting system.
Added Magical Artisan: Create Infusion feat.
Added Plant Defiance feat.
Added Plant Control feat.
Added Control Plants spell.
Added Forestfold spell.
Added Immunity from Elements spell.
Added Creeping Cold & Greater Creeping Cold spells.
Added Adrenaline Surge spell.
Added Mundane & Infused Herb baseitem types.
Added Mundane & Enchanted Scepter baseitem types.
Added EffectGazeImmunity() effect.
Added Botanical material type.
Created json library for summoning support.
Updated Plant Domain spells.
Fixed bug w/ Regen Circle.
Fixed weapon size bug with Enlarge & Reduce Person.
Fixed TMI bug in Swarm of Arrows (hopefully)
Fixed Blood in the Water.
Fixed Iron Soul / Master of Nine prereq bug.
Fixed Happo Zanshin to work more like PnP.
Fixed targeting bug w/ Ultrablast.
Fixed Ubiquitous Vision.
Fixed Magic Staves for small creatures.
Gave the summoned "treant" from Treebrother a Barkskin vfx.
Radial spells can now be scribed w/ Scribe Scroll.
Fixed Martial Stances not counting bug w/ levelup NUI (@Rakiov)
This commit is contained in:
Jaysyn904
2025-08-15 13:42:37 -04:00
parent dd67019103
commit 9c7b452b9a
3518 changed files with 50047 additions and 45886 deletions

View File

@@ -46,7 +46,8 @@ void main()
object oItem = IPGetTargetedOrEquippedMeleeWeapon();
// Add the OnHit
IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
effect eDur = EffectVisualEffect(VFX_DUR_BLOOD_FOUNTAIN);
effect eDur;
effect eVFX = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MAJOR);
if (GetHasDefensiveStance(oInitiator, DISCIPLINE_TIGER_CLAW))
eDur = EffectLinkEffects(eDur, EffectSavingThrowIncrease(SAVING_THROW_ALL, 2, SAVING_THROW_TYPE_ALL));
if (GetLevelByClass(CLASS_TYPE_BLOODCLAW_MASTER, oInitiator) >= 2)
@@ -56,5 +57,6 @@ void main()
}
if (GetLocalInt(oInitiator, "TigerFangSharpClaw")) eDur = EffectLinkEffects(eDur, EffectDamageIncrease(DAMAGE_BONUS_1, DAMAGE_TYPE_BASE_WEAPON));
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(eDur), oTarget);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX, oTarget, 6.0f);
}
}