[B]Order Highpriest : Become Patriarch[/B]
* Highest LVL Order Highpriest
* PROMOTION_PATRIARCH
> +2 Holy
> Immune to Capture
> Enable : [B]Call Holy War[/B] (spell)
o peace amongst all-Order nations
o war between all-Order nations with current caster-owner's enemies
o kills the patriarch
* Modification from FFH 0.23
[B]Empyrean Highpriest : Tower of Sun[/B]
* +25% science, +25% culture
* +2xp per units created in the city.
* Pass PROMOTION_ENLIGHTED
* +1 XP per turn
* 100% expire (thus units have to be in city to get Enlighted)
* Building req caster (thus "Settling the Highpriest")
* Graphic : Tower of Wisdom
[B]
Kilmorph Highpriest : Bounty of Kilmorph[/B]
* Transmute Gold <--> Copper when casted in Gold/Copper
* +1% per caster level chance to discover resources when casted in hills without bonus.
* +1% per Earth Mana chance to discover resources when casted in hills without bonus.
* Minimum discovery chance per cast : 10%
* Maximum discovery chance per cast : 90%
[B]
Leaves Highpriest : Forest Fury[/B]
* Require : standing in Forest/Ancient Forest
* Range : 2
* 20-80% poison damage for units in range+standing in Forest/Ancient Forest tile
* 20% chance to poison units.
* 10% chance to created Treants (duration : 1) in Forest/Ancient Forest in range.
[B]
Overlords Priest : Hideous Dream[/B]
* Does 10-30% Unholy damage
* Pass PROMOTION_DESPERATION
> -10% combat
> AiControl
> Dispellable
> ExpireChance : 30%
* Remove PROMOTION_COURAGE (but not PROMOTION_COURAGE_PALADIN)
* Immune team, immune neutral, immune not alive
* Resistable
* Range : 1
[B]
Overlords Highpriest : Ward of Terror[/B]
* Range : 2
* Push enemies
* PROMOTION_TERROR
> cause fear
> immune to fear
> Pyperturn push enemies
> Removed by combat, removed by casting
PS : the OO spells more-or-less are in tune with your current concept of OO, eventhough I modmod(mod) them a while ago. That's why I like your new OO concept much :goodjob:
[B]Esus : none
[/B][B]
Veil Highpriest : Despair[/B]
* Drain XP from victims (caster level - target level), min : 5 XP.
* Halves XP drain for Heroes.
* Damage per XP drained, damage cap : 50%.
* 1% per (caster level - target level) to delete a promotion, halves for Heroes.
* Doesn't delete Channeling 1-3 and Hero (that would be too much despair :lol:).
[B]
Fire 3 : Inferno[/B]
* Calculate a best tiles in 2-tile (like Pillar of Fire)
* Does damage to all units on the best tile and the surrounding tiles.
* Damage : 20%, cap 50%, fire.
* Effect : Fire Breath Explode
[B]
Earth 3 : Stone Avatar[/B]
* Promotion : Stone Avatar
> 25% Collateral Damage
> 25% Collateral Damage Protection
> +1 Earth Affinity
> removed after combat, removed after casting
* pass on combat : PROMOTION_SHATTERED (-20% combat, removed when healed)
[B]
Air 3 : Fly[/B]
* Promotion : Fly (100% expire)
[B]
Water 3 : Torrent[/B]
* Cast Tsunami (OO Priest old spell)
* Castable if pPlot.isAdjacentToWater() OR pPlot.isRiverSide()
[B]
Sun 3 : Searing Heat[/B]
* 30% to 60% damage, holy, best tile
> 60% to 90% damage, holy, to vampires
* 20% chance to PARALYZE
> 40% chance to Vampires
[B]
Spirit 3 : Spirit Barrier[/B]
* Create improvement, artmodel : ring of carcer
> Py model : necrototem (fear on enemy units at war with caster's player)
> Dispellable by any friendly units inside the Barrier
* Create promotion : HOLD BARRIER
> buff caster only
> held caster
> prereq for spell : remove barrier (destroy improvement, remove promotion HOLD BARRIER, castable by unit in-stack with caster)
* If caster is killed, the improvement remains but has no fear effect. Any units can dispel it then.
[B]
Mind 3 : Feeblemind[/B]
* Pass PROMOTION_FEEBLEMIND
> Prereq for SPELL_SILENCED (a spell dummy to remove casting ability)
o PyReq : reqSilenced(Caster)
o caster.setHasCasted(True)
> Dispellable
> Resist Magic : -50
* Remove PROMOTION_SPELLSTAFF
* Resistable, Range : 2
* Immune Team, Immune Neutral
* Resistable, Resist Modify : -10
[B]
Law 3 : Summon High Angel[/B]
* Summon random Seraph, Angel of Death, Ophanim, Herald, Repentant Angel
* Setduration (2)
[B]
Life 3 : Summon Lifespark[/B]
* Create UNIT_LIFESPARK (invisible, elemental, flying, move : 2, permanent summon)
* Prereq for SPELL_TAP_LIFESPARK
> Castable by living OR angelic friendly units
> Heal the unit
> Remove Feeblemind, Poisoned, Withered
> Kill the Lifespark
[B]
Enchantment 3 : Create Artifact[/B]
* Create random artifact (20% chance to create minor artifacts, 10% miscast lost Ench III, 70% nothing)
[B]
Nature 3 : Summon Guardian Vine[/B]
* Create UNIT_GUARDIAN_VINES
> UnitCombat : Beast, Permanent
> 0 moves, 8 strength + 2 poison
> Promotions : Defensive, Guardman, Poison Resistance
> Promotion from combat : PROMOTION_HASTED
> Py postCombatWon : heal50
[B]
Body 3 : Shockwave[/B]
* Damage 10% up to 50%, physical, 1-tile
* Push enemy units
* Radius 1 tile
* Immune Team, Immune Neutral
[B]
Shadow 3 : Shadow Cloak[/B]
* Add Promotion : Hidden
* Buff caster only
[B]
Death 3 : Lichdom[/B]
[B]
Entropy 3 : Summon Greater Demon[/B]
* Summon random Balor, Horned Dread (Infernal Phalanx UU, cause fear), Soul Hunter (Infernal Beastmaster UU, created manes from combat), Death Knight, Ira
* Setduration (2)
[B]
Chaos 3 : Incite Mob[/B]
* Promotion MOB
> AI Control
> +20% combat strength
> -20% combat def
> blitz
> +1 move
> 30% barbarian chance
> 30% expire chance
> immune to fear
* Remove promotions : Loyalty, Courage
* Friendly units only, immune not alive
[B]
Metamagic 3 : Advanced Summon[/B]
* Req promotions OR : Air3, Earth3, Fire3, Water3, Shadow3, Sun3
* Summon random Air/Fire/Earth/Water/Aurealis/Mistform
> Summoned unit based on caster promotions (so with Air3 and Sun3 it's Air Elemental or Aurealis)
> Summoned unit starts with its respective magic promotion (Air2 for Air Elemental...)
> Summoned unit starts with GREATER_SUMMON
o Combat : +20%
o Move : +1
o Immune to Banishment
> Setduration (2)
[B]
Metamagic 3 : Banishment[/B]
* Destroy any hostile summons in 2 radius instantly
* Will not work on unit with Greater Summon promotion