Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
62 lines
2.1 KiB
Plaintext
62 lines
2.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Spell Name Plant Growth
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//:: Spell FileName PHS_S_PlantGrow
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Drd 3, Plant 3, Rgr 3
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Components: V, S, DF
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Casting Time: 1 standard action
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Range: 10M
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Area: 10M-radius sphere (30ft) centred on the caster
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Duration: Instantaneous
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Saving Throw: None
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Spell Resistance: No
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Plant growth will make plants and bushes in the area, or create some where
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are are none. The plants entwine to form a thicket or jungle that creatures
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must hack or force a way through. Speed drops down by 90% (60% for large or
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larger sized creatures). This spell can only be cast outside overground, in
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the sunlight.
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Only diminish plants can stop/dispel this spell's effects. Dispel magic has
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no effect on it.
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Plant growth counters diminish plants.
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This spell has no effect on plant creatures.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Changed from the original, it does take the overgrowth part seriously.
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It also can only be cast outdoors, overground.
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90% (or 60% for larger+ creatures) movement speed decrease. Anyone with
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the correct feats are not affected. (FEAT_WOODLAND_STRIDE)
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Might make it have a duration, to be fair, it does create plants, where it
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shouldn't really!
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_PLANT_GROWTH)) return;
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// Declare major variables
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location lTarget = GetSpellTargetLocation();// Should be OBJECT_SELF's location
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// Declare effects
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effect eAOE = EffectAreaOfEffect(PHS_AOE_PER_PLANT_GROWTH);
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effect eImpact = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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// Apply effects
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PHS_ApplyLocationPermanentAndVFX(lTarget, eImpact, eAOE);
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}
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