//:://///////////////////////////////////////////// //:: Milwa (Light) //:: milwa.nss //:: Copyright (c) 2025 WizardryEE Project //::////////////////////////////////////////////// /* Summons a softly glowing light that increases vision and reveals secret doors. Level 1 Priest spell. In Wizardry: Proving Grounds of the Mad Overlord, this is a Level 1 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 light and reveal secret doors with 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 < 1) nCasterLevel = 1; // Duration is hours equal to caster level float fDuration = HoursToSeconds(nCasterLevel); // Check for Extend Spell metamagic int nMetaMagic = PRCGetMetaMagicFeat(); if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND)) { fDuration *= 2; // Duration is +100% } // 3. Create the light effect and Search skill bonus effect eLight = EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20); effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); // Add Search skill bonus (similar to extrathf.nss but only for Search) effect eSearch = EffectSkillIncrease(SKILL_SEARCH, 10); // Link the effects effect eLink = EffectLinkEffects(eLight, eSearch); eLink = EffectLinkEffects(eLink, eDur); // 4. Apply to the caster (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); // 5. Reveal secret doors in the area // This would typically involve a search check or revealing // hidden objects in the area around the party 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 location lDoor = GetLocation(oDoor); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL), lDoor); } oDoor = GetNextObjectInArea(oArea); } // Set flag to indicate MILWA is active SetLocalInt(oTarget, "MILWA_ACTIVE", 1); // Notify the caster FloatingTextStringOnCreature("MILWA: Light spell active!", oTarget, TRUE); // Clean up spell school variable PRCSetSchool(); }