109 lines
3.6 KiB
Plaintext
109 lines
3.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Kalki (Blessings)
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//:: kalki.nss
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//:: Copyright (c) 2025 WizardryEE Project
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//:://////////////////////////////////////////////
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/*
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Reduces the armor class of all party members by 1
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for the duration of the combat.
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Level 1 Priest spell.
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In Wizardry: Proving Grounds of the Mad Overlord,
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this is a Level 1 Priest support spell that targets
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the entire party.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: WizardryEE Project
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//:: Created On: April 26, 2025
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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#include "prc_add_spell_dc"
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void main()
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{
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// Spell implementation for WizardryEE
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// Core functionality: Improve AC and attack rolls for all party members
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// Spellcast Hook Code
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if (!X2PreSpellCastCode()) return;
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// Set spell school for proper record keeping
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PRCSetSchool(SPELL_SCHOOL_ENCHANTMENT);
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// Declare major variables
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object oCaster = OBJECT_SELF;
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int nCasterLevel = PRCGetCasterLevel(oCaster);
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int nMetaMagic = PRCGetMetaMagicFeat();
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// Calculate duration (based on caster level)
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float fDuration = TurnsToSeconds(nCasterLevel); // 1 turn per level
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// Check for Extend Spell metamagic
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if (CheckMetaMagic(nMetaMagic, METAMAGIC_EXTEND))
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{
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fDuration *= 2; // Duration is +100%
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}
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// Create visual effects
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Create the blessing effects
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effect eAC = EffectACIncrease(1, AC_DEFLECTION_BONUS); // Improve AC by 1
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effect eAttack = EffectAttackIncrease(1); // +1 to attack rolls
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FEAR); // +1 to saves vs fear
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// Link the effects
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effect eLink = EffectLinkEffects(eAC, eAttack);
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eLink = EffectLinkEffects(eLink, eSave);
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eLink = EffectLinkEffects(eLink, eDur);
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// Apply the area effect
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location lCaster = GetLocation(oCaster);
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float fRange = FeetToMeters(50.0);
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// Apply visual effect at caster location
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effect eImpact = EffectVisualEffect(VFX_FNF_LOS_HOLY_30);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lCaster);
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// Get the first target in the radius around the caster
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object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRange, lCaster);
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int nAffected = 0;
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while (GetIsObjectValid(oTarget))
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{
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// Only affect friendly targets
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if (GetIsReactionTypeFriendly(oTarget) || GetFactionEqual(oTarget))
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{
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// Fire spell cast at event for target
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SignalEvent(oTarget, EventSpellCastAt(oCaster, GetSpellId(), FALSE));
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// Apply random delay for visual effect
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float fDelay = PRCGetRandomDelay(0.4, 1.1);
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// Apply the effects
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, fDuration, TRUE, GetSpellId(), nCasterLevel));
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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// Increment affected count
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nAffected++;
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}
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// Get the next target in the specified area around the caster
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRange, lCaster);
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}
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// Notify the caster
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if (nAffected > 0)
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{
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FloatingTextStringOnCreature("KALKI: Blessed " + IntToString(nAffected) + " allies!", oCaster, TRUE);
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}
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else
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{
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FloatingTextStringOnCreature("KALKI: No allies affected", oCaster, TRUE);
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}
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// Clean up spell school variable
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PRCSetSchool();
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} |