//:://///////////////////////////////////////////// //:: Bamatu (Prayer) //:: bamatu.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Reduces the armor class of all party members by 4 for the duration of the combat. Level 3 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 3 Priest support spell that targets the entire party. */ //::////////////////////////////////////////////// //:: Created By: WizardryEE Project //:: Created On: April 26, 2025 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "prc_sp_func" void main() { // Spell implementation for WizardryEE // Core functionality: Haste effect for all party members // Spellcast Hook Code if (!X2PreSpellCastCode()) return; // Set spell school for proper record keeping PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION); // Declare major variables object oCaster = OBJECT_SELF; int nCasterLevel = PRCGetCasterLevel(oCaster); int nMetaMagic = PRCGetMetaMagicFeat(); // Ensure minimum caster level if (nCasterLevel < 3) nCasterLevel = 3; // Minimum level 3 for this spell // Calculate duration (based on caster level) int nDuration = nCasterLevel; float fDuration = RoundsToSeconds(nDuration); // Check for Extend Spell metamagic if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { fDuration *= 2; // Duration is +100% } // Create the haste effect effect eHaste = EffectHaste(); effect eVis = EffectVisualEffect(VFX_IMP_HASTE); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eLink = EffectLinkEffects(eHaste, eDur); // Apply the area effect location lCaster = GetLocation(oCaster); float fRange = FeetToMeters(50.0); // Apply visual effect at caster location effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lCaster); // Get the first target in the radius around the caster object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRange, lCaster); int nAffected = 0; while (GetIsObjectValid(oTarget)) { // Only affect friendly targets if (GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget)) { // Remove any existing haste or similar effects if (GetHasSpellEffect(SPELL_EXPEDITIOUS_RETREAT, oTarget)) { PRCRemoveSpellEffects(SPELL_EXPEDITIOUS_RETREAT, oCaster, oTarget); } if (GetHasSpellEffect(SPELL_HASTE, oTarget)) { PRCRemoveSpellEffects(SPELL_HASTE, oCaster, oTarget); } if (GetHasSpellEffect(SPELL_MASS_HASTE, oTarget)) { PRCRemoveSpellEffects(SPELL_MASS_HASTE, oCaster, oTarget); } // Fire spell cast at event for target SignalEvent(oTarget, EventSpellCastAt(oCaster, GetSpellId(), FALSE)); // Apply random delay for visual effect float fDelay = PRCGetRandomDelay(0.4, 1.1); // Apply the effects DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, GetSpellId(), nCasterLevel)); DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); // Increment affected count nAffected++; } // Get the next target in the specified area around the caster oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRange, lCaster); } // Notify the caster if (nAffected > 0) { FloatingTextStringOnCreature("BAMATU: Hasted " + IntToString(nAffected) + " allies for " + IntToString(nDuration) + " rounds!", oCaster, TRUE); } else { FloatingTextStringOnCreature("BAMATU: No allies affected", oCaster, TRUE); } // Clean up spell school variable PRCSetSchool(); }