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

@@ -27,6 +27,9 @@
1734 - Turn_Blightspawned
2259 - turn outsider
3497 - Turn cold
25992 - FEAT_PLANT_DEFIANCE
25993 - FEAT_PLANT_CONTROL
*/
#include "prc_inc_clsfunc"
@@ -57,7 +60,7 @@ void main()
}
// Because Turn Undead/Outsider isn't from a domain, skip this check
if(nTurnType != SPELL_TURN_UNDEAD && nTurnType != SPELL_TURN_OUTSIDER)
if(nTurnType != SPELL_TURN_UNDEAD && nTurnType != SPELL_TURN_OUTSIDER && nTurnType != SPELL_PLANT_DEFIANCE && nTurnType != SPELL_PLANT_CONTROL)
{
// Used by the uses per day check code for bonus domains
if(!DecrementDomainUses(GetTurningDomain(nTurnType), OBJECT_SELF))
@@ -210,7 +213,37 @@ void main()
}
else
{
if(nTurnOrRebuke == ACTION_TURN)
if(nTurnOrRebuke == ACTION_TURN)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUNSTRIKE), oTest);
// If target's HD < half level we would normally destroy.
// For plants targeted by Plant Defiance/Control, never destroy <20> apply non-lethal outcome instead.
if(nTargetHD < nLevel/2)
{
if(nTargetRace == RACIAL_TYPE_PLANT
&& (nTurnType == SPELL_PLANT_DEFIANCE || nTurnType == SPELL_PLANT_CONTROL))
{
// For Turn-type (Plant Defiance) -> DoTurn (fear)
// For Control-type (Plant Control) -> DoCommand (dominate)
if(nTurnType == SPELL_PLANT_DEFIANCE)
DelayCommand(0.0, DoTurn(oTest));
else
DelayCommand(0.0, DoCommand(oTest));
}
else
{
// Default: destroy
DelayCommand(0.0, DoDestroy(oTest));
}
}
else
{
DoTurn(oTest);
}
}
/* if(nTurnOrRebuke == ACTION_TURN)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUNSTRIKE), oTest);
//if half of level, destroy
@@ -219,7 +252,7 @@ void main()
DelayCommand(0.0, DoDestroy(oTest));
else
DoTurn(oTest);
}
} */
else
{
bDisplayCommandMessage = TRUE;