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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nwn/nwnprc/trunk/spells/sp_forestfold.nss
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nwn/nwnprc/trunk/spells/sp_forestfold.nss
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//::///////////////////////////////////////////////
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//::
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//:: Forestfold
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//:: sp_forestfold.nss
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//::
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//:://////////////////////////////////////////////
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/*
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Caster Level(s): Druid 4, Ranger 3
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School: Transmutation
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Component(s): Verbal, Somatic
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Range: Personal
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Area of Effect / Target: Caster
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Duration: 10 turns / level
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Additional Counter Spells:
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Save: None
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Spell Resistance: No
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The caster's movement is muffled & their coloring
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changes to match their surroundings, gaining a +20
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competence bonus to any Hide and Move Silently
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checks.
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*/
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//:://////////////////////////////////////////////
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//::
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//:: Created By: Jaysyn
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//:: Created On: 2025-08-06 12:24:24
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//::
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void PRCDoForestfold(object oPC)
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{
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//Declare major variables
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effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
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int nMetaMagic = PRCGetMetaMagicFeat();
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effect eHide = EffectSkillIncrease(SKILL_HIDE, 20);
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effect eMS = EffectSkillIncrease(SKILL_MOVE_SILENTLY, 20);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = EffectLinkEffects(eHide, eDur);
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eLink = EffectLinkEffects(eLink, eMS);
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int nDuration = 10*PRCGetCasterLevel(oPC); // * Duration 10 turn/level
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if (nMetaMagic & METAMAGIC_EXTEND) //Duration is +100%
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{
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nDuration = nDuration * 2;
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}
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//Fire spell cast at event for target
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SignalEvent(oPC, EventSpellCastAt(oPC, SPELL_FORESTFOLD, FALSE));
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//Apply VFX impact and bonus effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, TurnsToSeconds(nDuration));
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}
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void main()
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{
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object oPC = OBJECT_SELF;
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DeleteLocalInt(oPC, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(oPC, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION);
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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if (!X2PreSpellCastCode()) { return; }
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// No stacking
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PRCRemoveEffectsFromSpell(oPC, SPELL_FORESTFOLD);
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// End of Spell Cast Hook
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PRCDoForestfold(oPC);
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// Erasing the variable used to store the spell's spell school
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DeleteLocalInt(oPC, "X2_L_LAST_SPELLSCHOOL_VAR");
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}
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