//:://///////////////////////////////////////////// //:: Kalki (Blessings) //:: kalki.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Reduces the armor class of all party members by 1 for the duration of the combat. Level 1 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 1 Priest support spell that targets the entire party. */ //::////////////////////////////////////////////// //:: 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: Improve AC and attack rolls for all party members // Spellcast Hook Code if (!X2PreSpellCastCode()) return; // Set spell school for proper record keeping PRCSetSchool(SPELL_SCHOOL_ENCHANTMENT); // Declare major variables object oCaster = OBJECT_SELF; int nCasterLevel = PRCGetCasterLevel(oCaster); int nMetaMagic = PRCGetMetaMagicFeat(); // Calculate duration (based on caster level) float fDuration = TurnsToSeconds(nCasterLevel); // 1 turn per level // Check for Extend Spell metamagic if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { fDuration *= 2; // Duration is +100% } // Create visual effects effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Create the blessing effects effect eAC = EffectACIncrease(1, AC_DEFLECTION_BONUS); // Improve AC by 1 effect eAttack = EffectAttackIncrease(1); // +1 to attack rolls effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FEAR); // +1 to saves vs fear // Link the effects effect eLink = EffectLinkEffects(eAC, eAttack); eLink = EffectLinkEffects(eLink, eSave); eLink = EffectLinkEffects(eLink, 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)) { // 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("KALKI: Blessed " + IntToString(nAffected) + " allies!", oCaster, TRUE); } else { FloatingTextStringOnCreature("KALKI: No allies affected", oCaster, TRUE); } // Clean up spell school variable PRCSetSchool(); }