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