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)
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@@ -64,16 +64,17 @@ void main()
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{
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effect eLink = EffectSkillIncrease(SKILL_SPOT, 4);
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eLink = EffectLinkEffects(eLink, EffectSkillIncrease(SKILL_SEARCH, 4));
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eLink = EffectLinkEffects(eLink, EffectBonusFeat(FEAT_PRESTIGE_DEFENSIVE_AWARENESS_2));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_MAGICAL_SIGHT));
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eLink = EffectLinkEffects(eLink, EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE));
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float fDuration = 600.0f * manif.nManifesterLevel;
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if(manif.bExtend) fDuration *= 2;
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// Uncanny Dodge II gives immunity to flanking in EE
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itemproperty ipUD = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE1);
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/* itemproperty ipUD = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE1);
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IPSafeAddItemProperty(GetPCSkin(oTarget), ipUD, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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itemproperty ipUD2 = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE2);
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IPSafeAddItemProperty(GetPCSkin(oTarget), ipUD2, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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IPSafeAddItemProperty(GetPCSkin(oTarget), ipUD2, fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); */
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// Apply effects
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, manif.nSpellID, manif.nManifesterLevel);
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@@ -89,9 +89,9 @@ void main()
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while(GetIsObjectValid(oTarget))
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{
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// Targeting limitations
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if(oTarget != oManifester && // Don't hit self
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spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, oManifester) // Difficulty limits
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)
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if(oTarget != oManifester && //:: Don't hit self
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spellsIsTarget(oTarget, SPELL_TARGET_SELECTIVEHOSTILE, oManifester) //:: Difficulty limits
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) //:: Only hits enemies
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{
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// Let the AI know
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PRCSignalSpellEvent(oTarget, TRUE, manif.nSpellID, oManifester);
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