2025-04-30 12:23:15 -04:00

160 lines
5.3 KiB
Plaintext

//::///////////////////////////////////////////////
//:: 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();
}