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)
55 lines
2.4 KiB
Plaintext
55 lines
2.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: [Verdant Lord setup script]
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//:: [prc_verdantlord.nss]
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//:: [Jaysyn 2025-08-15 12:39:28]
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//::///////////////////////////////////////////////
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#include "prc_inc_spells"
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void main()
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{
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//:: Declare major variables
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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int nVerdant = GetLevelByClass(CLASS_TYPE_VERDANT_LORD, oPC);
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effect eEffect;
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itemproperty ipIP;
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//:: Setup Gaea’s Embrace ///////////////////////////////////////////////////////////////
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/* Gaea’s Embrace: At 10th level, the verdant lord permanently becomes a plant
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creature, though all forms of wild shape that the character could previously
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use remain available to him. His type changes to plant, and as a result he
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gains low-light vision, is immune to poison, sleep, paralysis, stunning, and
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polymorphing, and is not subject to critical hits or mind-influencing effects
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(charms, compulsions, phantasms, patterns, or morale effects). He no longer
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suffers penalties for aging and cannot be magically aged. Any aging penalties
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he may already have suffered, however, remain in place. Bonuses still accrue,
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and the verdant lord still dies of old age when his time is up. */
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//::///////////////////////////////////////////////////////////////////////////////
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if (nVerdant >= 10)
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{
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effect eNoStun = EffectImmunity(IMMUNITY_TYPE_STUN);
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eNoStun = SupernaturalEffect(eNoStun);
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eNoStun = ExtraordinaryEffect(eNoStun);
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DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNoStun, oPC));
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//:: Plant Immunities
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ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_PARALYSIS);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_POISON);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_MINDSPELLS);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_CRITICAL_HITS);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_BACKSTAB);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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}
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} //:: End |