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

@@ -64,16 +64,17 @@ void main()
{
effect eLink = EffectSkillIncrease(SKILL_SPOT, 4);
eLink = EffectLinkEffects(eLink, EffectSkillIncrease(SKILL_SEARCH, 4));
eLink = EffectLinkEffects(eLink, EffectBonusFeat(FEAT_PRESTIGE_DEFENSIVE_AWARENESS_2));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT));
eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
float fDuration = 600.0f * manif.nManifesterLevel;
if(manif.bExtend) fDuration *= 2;
// Uncanny Dodge II gives immunity to flanking in EE
itemproperty ipUD = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE1);
/* itemproperty ipUD = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE1);
IPSafeAddItemProperty(GetPCSkin(oTarget), ipUD, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
itemproperty ipUD2 = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE2);
IPSafeAddItemProperty(GetPCSkin(oTarget), ipUD2, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
IPSafeAddItemProperty(GetPCSkin(oTarget), ipUD2, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); */
// Apply effects
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);

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@@ -89,9 +89,9 @@ void main()
while(GetIsObjectValid(oTarget))
{
// Targeting limitations
if(oTarget != oManifester && // Don't hit self
spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester) // Difficulty limits
)
if(oTarget != oManifester && //:: Don't hit self
spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) //:: Difficulty limits
) //:: Only hits enemies
{
// Let the AI know
PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);