//:://///////////////////////////////////////////// //:: Di (Life) //:: di.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Attempts to resurrect a dead party member. If successful, the dead character is revived with only 1 hit point and decreased Vitality. If failed, the dead character is turned to ashes. Level 5 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 5 Priest healing/field spell that targets one character. */ //::////////////////////////////////////////////// //:: Created By: WizardryEE Project //:: Created On: April 26, 2025 //::////////////////////////////////////////////// #include "prc_inc_spells" #include "prc_add_spell_dc" void main() { // Spell implementation for WizardryEE // Core functionality: Attempt to resurrect a dead character // Spellcast Hook Code if (!X2PreSpellCastCode()) return; // Set spell school for proper record keeping PRCSetSchool(SPELL_SCHOOL_CONJURATION); // Declare major variables object oCaster = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); int nCasterLevel = PRCGetCasterLevel(oCaster); int nMetaMagic = PRCGetMetaMagicFeat(); // Check if target is valid if (!GetIsObjectValid(oTarget)) { // Notify if no target selected FloatingTextStringOnCreature("DI: No target selected", oCaster, TRUE); PRCSetSchool(); return; } // Check if target is dead if (!GetIsDead(oTarget)) { // Notify if target is not dead FloatingTextStringOnCreature("DI: Target must be dead", oCaster, TRUE); PRCSetSchool(); return; } // Check if target is ashes if (GetLocalInt(oTarget, "CONDITION_ASHES") == 1) { // Notify if target is already ashes FloatingTextStringOnCreature("DI: Target must not be ashes", oCaster, TRUE); PRCSetSchool(); return; } // Calculate resurrection chance based on caster level int nChance = 50 + (nCasterLevel * 5); // Base 50% + 5% per level // Apply metamagic effects if (CheckMetaMagic(nMetaMagic, METAMAGIC_MAXIMIZE)) { nChance = 95; // Maximum chance with Maximize (still allow for failure) } if (CheckMetaMagic(nMetaMagic, METAMAGIC_EMPOWER)) { nChance += nChance / 2; // +50% chance with Empower if (nChance > 95) nChance = 95; // Cap at 95% } // Signal spell cast at event SignalEvent(oTarget, EventSpellCastAt(oCaster, GetSpellId(), FALSE)); // Create the resurrection effects effect eVis = EffectVisualEffect(VFX_IMP_RAISE_DEAD); effect eHeal = PRCEffectHeal(1, oTarget); // Heal 1 HP // Attempt resurrection if (d100() <= nChance) { // Success // Apply resurrection effect SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); // Remove all effects effect eEffect = GetFirstEffect(oTarget); while (GetIsEffectValid(eEffect)) { RemoveEffect(oTarget, eEffect); eEffect = GetNextEffect(oTarget); } // Apply resurrection and healing effects effect eResurrect = EffectResurrection(); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eResurrect, oTarget); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); // Decrease Vitality (using Constitution as an analog) effect eConDecrease = EffectAbilityDecrease(ABILITY_CONSTITUTION, 1); SPApplyEffectToObject(DURATION_TYPE_PERMANENT, eConDecrease, oTarget); // Apply protection effect (as a bonus for resurrection) effect eAC = EffectACIncrease(2, AC_DEFLECTION_BONUS); effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 2); effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_GOOD_MINOR); effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Link the effects effect eLink = EffectLinkEffects(eSave, eAC); eLink = EffectLinkEffects(eLink, eDur); eLink = EffectLinkEffects(eLink, eDur2); // Calculate duration (1 hour per caster level) int nDuration = nCasterLevel; if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { nDuration *= 2; // Duration is +100% } // Apply the protection effect SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, HoursToSeconds(nDuration), TRUE, -1, nCasterLevel); // Remove custom condition flag DeleteLocalInt(oTarget, "CONDITION_DEAD"); // Notify success FloatingTextStringOnCreature("DI: " + GetName(oTarget) + " has been resurrected!", oCaster, TRUE); FloatingTextStringOnCreature("Vitality decreased by 1", oTarget, TRUE); } else { // Failure - Turn to ashes // Apply visual effect for failure effect eFailVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eFailVis, oTarget); // Set ashes condition DeleteLocalInt(oTarget, "CONDITION_DEAD"); SetLocalInt(oTarget, "CONDITION_ASHES", 1); // Notify failure FloatingTextStringOnCreature("DI: " + GetName(oTarget) + " has been turned to ashes!", oCaster, TRUE); } // Clean up spell school variable PRCSetSchool(); }