Board Thread:Plants vs. Zombies 2/@comment-26239911-20151103130145/@comment-26942983-20151106200634

Mr. Boss-inator wrote: I had a couple of plant ideas:

Sorry for grey font, I copied this text from another wiki and Idk how to change it to black.

Paraseed 

Sun Cost: 100

Recharge: Slow

When planted, a sprout will be sticking out of the ground. It's as low as Spikeweed, so regular zombies don't eat it. After time equal to time needed for Potato Mine to arm (I'll make a PMA (Potato Mine Arm) termin for this amount of time), it will grow up into a tall vine. After that, if another PMA time lasts or if vine takes any amount of damage, it will burst seeds in 8 directions (1 for each), which, when encounter a zombie (if this zombie is already hit with the seed, then this seed will just fly past him), it will deal Lightning Reed's damage and this zombie will be infected. Also, all zombies summoned by this zombies are affected with this seed too. At first, nothing happens. But after PMA time this zombie will be covered with vine, that slows him down. Machines will be slown down with 2x power. Also, if this is a flying zombie, vine will grow into the ground, pulling him down and making him land zombie (vine remains on the zombie). Some zombies have different effect of that: Jetpack Zombie drops jetpack and becomes basic future zombie, Dodo loses his ability to fly, Disco-Jetpack drops jetpack and tries to dance, but his legs are covered in vine and he falls with his head lost, Seagul zombie rubs his head on the ground until it rips off, Zombie Parrot just dies, Bug Zombie loses his bug, which just flies away. And Garg's Imp will be stuck on Garg without being able to be thrown if he's covered in vine. Also, if a zombie is on the water, vine will act like Tangle Kelp. Now, if zombie remains alive for another PMA time, thorns will grow on the vine, which will deal Spikeweed damage to this zombie. Machines won't take damage of that. And finally, when the zombie that is covered in any vine stage is killed, 8 more seeds will burst out, but they will need 2 PMA times to become a vine.

Plant Food Effect: grows to full size and bursts 20 seeds in circle shape (plant remains alive).

Almanac Entry won't be so complicated, I'm just saying plant's abilities technically. In its Entry it will just say: Special: grows over time and infects zombies with seeds. Special: Seeds grow into a vine that damages and slows down zombies.

The next one is a little complicated:

Bamboo Cage (the plant that is already existing in KF isn't actually bamboo, but artichoke). It looks like 4 bamboo sticks sticking from the ground. Sun cost is 200, recharge mediocre. It has elevated toughness and has 2 abilities (second ability is divided in 2 parts too):

1. When a zombie aproaches it, Bamboo Cage hides its sticks on the ground, and when the zombie stands somewhere in the middle, it snaps trapping that zombie inside. Zombie stops moving. Only one Zombie can be captured at once, while other zombies will be chewing the plant from oudside. If the plant is killed, zombie inside is free. If the zombie inside is killed, Bamboo Cage becomes available to catch another zombie.

2. This ability uses the fact that bamboo grows very fast. After time equal of arming Potato Mine twice, Bamboo Cage trows 4 seeds at 4 adjacent tiles, where completely identical Bamboo Cages appear. If the tile is already occupied by another plant, or a gimmick (like Tombstone or Weapon Stand) Bamboo Cage won't spawn there. Also if a zombie stands on the tile where the seeds are thrown, that zombie will will take 20 damage (5 for each bamboo stick, 5x4=20) when the sticks start growing.

This plant is multi-functional, because you can use it for:

1. Defence: Its toughness and zombie catch ability allows it to hold zombie hordes for longer.

2. Sun Farming: If you have Showel Sun Refund upgrade, you can harvest sun from newly grown Bamboo Cages very easily, because even if you have only one Showel Boost (25% refund), you gain 4 free Cages so 25%x4=100%!

3. Tile Occupying: Protect yourself from Tomb Raiser, or defend Gold Tiles from Imp Porter, because you can plant just one in front of your defences and after some time it will occupy most of the tiles, where Tomb Raiser can throw his bone, or Gold Tiles, where Imp Porter can set his tent.

4. Offence: This is continue of Tile Occupying. If you set Bamboo Cage on front if the lawn and defend it right, newly grown Cages will do 20 gamage to all zombies standing on their tiles.

5. Catch last zombie in Endless Zone to plant Power Lilies for collecting enough Plant Food for next level.

PF effect: Throws 4 mega seeds that land on tiles with most amount of zombies and no plants, doing instant kill damage there and growing Bamboo Cages on those tiles, which instantly grow more Bamboo Cages around them.

<p style="font-weight:normal;color:rgb(213,212,212);font-family:JosefinSans-Regular;font-size:14px;line-height:22px;">Also some restrictions:

<p style="font-weight:normal;color:rgb(213,212,212);font-family:JosefinSans-Regular;font-size:14px;line-height:22px;">1. It cannot be used in Last Stands.

<p style="font-weight:normal;color:rgb(213,212,212);font-family:JosefinSans-Regular;font-size:14px;line-height:22px;">2. Some zombies are bigger than the cage and can avoid being trapped inside, like any type of Gargantuar, or a mech from Far Future.

Hmm, I had an idea that was like the first part of Bamboo Shoot!