//:://///////////////////////////////////////////// //:: Lomilwa (More Light) //:: lomilwa.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* More powerful MILWA spell that lasts for the entire expedition, but is terminated in darkness areas. Level 3 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 3 Priest field/support spell that targets the 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: Create stronger light and reveal secret doors with enhanced Search bonus // Spellcast Hook Code if (!X2PreSpellCastCode()) return; // Set spell school for proper record keeping PRCSetSchool(SPELL_SCHOOL_EVOCATION); // 1. Get caster and target information object oCaster = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); // 2. Calculate duration (based on caster level) int nCasterLevel = PRCGetCasterLevel(oCaster); if (nCasterLevel < 3) nCasterLevel = 3; // Minimum level 3 for this spell // Duration is fixed at 24 hours (entire expedition) float fDuration = HoursToSeconds(24); // Check for Extend Spell metamagic int nMetaMagic = PRCGetMetaMagicFeat(); if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { fDuration *= 2; // Duration is +100% } // 3. Create the light effect and enhanced Search skill bonus // Using a stronger light effect (similar to daylight spell) effect eLight = EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20); // Stronger light visual effect effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY); // Cast visual effect effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Add enhanced Search skill bonus (better than MILWA) effect eSearch = EffectSkillIncrease(SKILL_SEARCH, 20); // Link the effects effect eLink = EffectLinkEffects(eLight, eSearch); eLink = EffectLinkEffects(eLink, eDur); // 4. Remove any existing light effects from the MILWA spell if (GetLocalInt(oTarget, "MILWA_ACTIVE") == 1) { // Remove the MILWA effect by applying a new effect // The game engine will handle removing the previous effect DeleteLocalInt(oTarget, "MILWA_ACTIVE"); // Remove existing effects from MILWA RemoveEffectsFromSpell(oTarget, SPELL_LIGHT); } // 5. Apply to the target (light follows the party) SignalEvent(oTarget, EventSpellCastAt(oCaster, GetSpellId(), FALSE)); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, -1, nCasterLevel); // 6. Set the LOMILWA flag SetLocalInt(oTarget, "LOMILWA_ACTIVE", 1); // 7. Reveal secret doors in the area with enhanced effect object oArea = GetArea(oTarget); object oDoor = GetFirstObjectInArea(oArea); while (GetIsObjectValid(oDoor)) { // If the object is a secret door if (GetObjectType(oDoor) == OBJECT_TYPE_DOOR && GetLocalInt(oDoor, "SECRET_DOOR")) { // Make it visible/discoverable SetLocalInt(oDoor, "REVEALED", TRUE); // Visual effect at door location (stronger than MILWA) location lDoor = GetLocation(oDoor); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_GREATER), lDoor); } oDoor = GetNextObjectInArea(oArea); } // 8. Notify the caster FloatingTextStringOnCreature("LOMILWA: Enhanced light spell active for 24 hours!", oTarget, TRUE); // Clean up spell school variable PRCSetSchool(); }