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//::///////////////////////////////////////////////
//:: Morlis (Fear)
//:: morlis.nss
//:: Copyright (c) 2025 WizardryEE Project
//:://////////////////////////////////////////////
/*
Attempts to frighten and disperse a monster group.
Level 4 Mage spell.
In Wizardry: Proving Grounds of the Mad Overlord,
this is a Level 4 Mage disable spell that targets
a monster group.
*/
//:://////////////////////////////////////////////
//:: Created By: WizardryEE Project
//:: Created On: April 26, 2025
//:://////////////////////////////////////////////
void main()
{
// Spell implementation for WizardryEE
// Core functionality: Frighten and disperse a monster group
// 1. Get caster information
object oCaster = OBJECT_SELF;
// 2. Get the target monster group
object oTarget = GetSpellTargetObject();
if (!GetIsObjectValid(oTarget))
{
// If no specific target, get the nearest enemy
oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oCaster, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
}
// 3. Check if target is valid and is an enemy
if (GetIsObjectValid(oTarget) && GetIsEnemy(oTarget, oCaster))
{
// 4. Calculate save DC based on caster level
int nCasterLevel = GetLevelByClass(CLASS_TYPE_WIZARD, oCaster);
if (nCasterLevel < 1) nCasterLevel = 4; // Minimum level 4 for this spell
int nDC = 10 + nCasterLevel;
float fDuration = RoundsToSeconds(nCasterLevel);
// Get the faction/group of the target
object oFaction = GetFactionLeader(oTarget);
// Create fear visual effect at the target location
location lTarget = GetLocation(oTarget);
effect eFearVis = EffectVisualEffect(48); // Fear visual effect
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eFearVis, lTarget);
// Apply to all members of the faction/group
object oMember = GetFirstFactionMember(oFaction);
int nAffected = 0;
while (GetIsObjectValid(oMember))
{
// Only affect enemies
if (GetIsEnemy(oMember, oCaster))
{
// Signal spell cast at event
SignalEvent(oMember, EventSpellCastAt(oCaster, 28)); // Fear spell ID
// Allow saving throw to resist
if (!WillSave(oMember, nDC, 2)) // 2 = Fear saving throw type
{
// Create the fear effects
effect eFear = EffectFrightened();
effect eVis = EffectVisualEffect(48); // Fear visual effect
effect eDur = EffectVisualEffect(15); // Negative duration visual effect
effect eLink = EffectLinkEffects(eFear, eDur);
// Apply the fear effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oMember);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oMember, fDuration);
// Set fear condition flag
SetLocalInt(oMember, "CONDITION_FEARED", 1);
// Notify success
FloatingTextStringOnCreature(GetName(oMember) + " is frightened!", oCaster, TRUE);
nAffected++;
}
else
{
// Notify resistance
FloatingTextStringOnCreature(GetName(oMember) + " resisted fear!", oCaster, TRUE);
}
}
// Get next faction member
oMember = GetNextFactionMember(oFaction);
}
// Final notification
if (nAffected > 0)
{
FloatingTextStringOnCreature("MORLIS: Frightened " + IntToString(nAffected) + " enemies!", oCaster, TRUE);
}
else
{
FloatingTextStringOnCreature("MORLIS: No enemies affected", oCaster, TRUE);
}
}
else
{
// Notify if no valid target
FloatingTextStringOnCreature("MORLIS: No valid target found", oCaster, TRUE);
}
}